










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.6.7An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 16% |
| Size | big |
| Lifes / Deaths | Killed by Nerimira the ghoulking at level 20 on the 69th Haze 122nd year of Ascendancy at 01:52 3 / 2Killed by Emeloyakira the treant at level 20 on the 31st Regrowth 123rd year of Ascendancy at 08:00 |
Primary Stats
| Strength | 23 (base 16) |
| Dexterity | 12 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 47 (base 47) |
| Willpower | 22 (base 15) |
| Cunning | 44 (base 39) |
Resources
| Mana | 209/216 |
| Negative | 93/93 |
| Life | 358/430 |
| Steam | 0/100 |
| Paradox | 300 |
| Psi | 22/92 |
| Healing Factor | 1.0714285714285 |
| Regeneration | 0.26785714285713 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 14 |
| See Stealth | 28 |
| See Invisible | 28 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 22 |
| Crit Chance | 19% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +29% |
| Acid | +15% |
| Nature | +15% |
| Darkness | +107% |
| Mind | +15% |
| Physical | +18% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Blight | +20% |
| Darkness | +40% |
| Mind | +15% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 49 (100%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 4 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 33%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 33%( 70%) |
| Lightning | + 60%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Disarm Resistance | 80% |
| Confusion Resistance | 26% |
| Knockback Resistance | 15% |
| Stun Resistance | 67% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 739% for 10 turns (18 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom covenant | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Blurred Mortality |
| talent | Shielding |
| talent | Hymn of Perseverance |
| talent | Thermal Shield |
| talent | Molten Iron Blood |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| detrimental effect | The target is on fire, taking 36.80 fire damage per turn. Burning |
| beneficial effect | The target is surrounded by a magical shield, absorbing 300/300 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
Escort the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest) | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | [vs. Skyserpent (147% power, 6 apr, darkness element) (In main hand, 1 of 2)]Morninggrind the yew bonestaff (120% power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% (-27%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-9) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Effects on melee hit: * 20% chance to reduce armor by 34% Changes stats: +3 Wil Changes resistances: +9% light / +0%(-6%) lightning Maximum wards: +0(-3) darkness Changes resistances penetration: +15% mind / +0%(-20%) blight Changes damage: +20%(-18%) darkness / +0%(-15%) lightning Talents granted: +0(+-4) Ward +1.00(-) Command Staff Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spellpower: +9 (+3 eff.) (-9 (-3 eff.)) Spell crit. chance: +12% (+7%) Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| Light source | [vs. Demontorrent (Light source)]Demontorrent Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9%(-) acid / +3%(-) fire / +3%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +6%(-) darkness / +3%(-) fire Mental save: +6 (+3 eff.) (-) Light radius: +3 (-) See stealth: +7 (-) See invisible: +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. Cuthedefast the Shadeworm (0 def, 3 armour) =ge= (On head)]Cuthedefast the Shadeworm (0 def, 3 armour) =ge= Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage (Melee): 0(-10) item darkness numbing Changes stats: +1(-) Cun / +3(-) Str Changes resistances: +3%(-) fire Only die when reaching: -80.00 life (-) Infravision radius: +7 (-) Sight radius: +2 (-) See stealth: +15 (-) See invisible: +15 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | [vs. Kilnwreath the pair of rough leather boots (0 def, 1 armour) (On feet)]Kilnwreath the pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 6(-) temporal Changes resistances: +3%(-) temporal / +6%(-) fire Changes resistances penetration: +25%(-) darkness Changes damage: +3%(-) fire Physical save: +9 (+4 eff.) (-) Pinning immunity: +15% (-) Knockback immunity: +15% (-) Teleport immunity: +100% (-) Spellpower: +5 (+2 eff.) (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A pair of boots made of leather. |
| Tool | [vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]powerful elm totem of summon tentacle [power 95] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 206 Base Damage: 97 Armor: 7 All Resist: 4 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Arthydas (On fingers, 1 of 2)]Arthydas Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (-) Changes stats: +3(-) Str / +2(-) Cun Changes resistances: +3%(-) nature / +3%(-) physical Confusion immunity: +10% (-) See invisible: +3 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Arthydas (On fingers, 1 of 2)]rogue's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +4 (+2 eff.) Changes stats: +2(-) Cun / +0(-3) Str Changes resistances: +0%(-3%) nature / +0%(-3%) physical Blindness immunity: +20% Confusion immunity: +0% (-10%) Infravision radius: +4 See stealth: +6 See invisible: +5 (+2) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Treemistress the copper amulet (Around neck)]Treemistress the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 (-) Physical crit. chance: +2.0% (-) Armour: +4 (-) Changes stats: +1(-) Con Changes resistances: +12%(-) lightning / +3%(-) cold Changes resistances penetration: +25%(-) nature Stun/Freeze immunity: +21% (-) Only die when reaching: -80.00 life (-) Amulets can have magical properties. |
| In main hand | [vs. Skyserpent (147% power, 6 apr, darkness element) (In main hand, 1 of 2)]Skyserpent (147% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +9 (-) Defense: +10 (+5 eff.) (-) Changes resistances: +6%(-) lightning Maximum wards: +3(-) darkness Changes resistances penetration: +20%(-) blight Changes damage: +38%(-) darkness / +15%(-) lightning Talents granted: +4.00(-) Ward +1.00(-) Command Staff Spellpower on spell critical (stacks up to 3 times): +5 (-) Spellpower: +18 (+6 eff.) (-) Spell crit. chance: +5% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. iron gauntlets 'Galeradiance' (0 def, 1 armour) (On hands)]iron gauntlets 'Galeradiance' (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 7(-) lightning Changes resistances: +6%(-) lightning Changes resistances penetration: +5%(-) lightning Changes damage: +14%(-) lightning / +18%(-) physical Talents granted: +3.00(-) Iron Grip Disarm immunity: +80% (-) Stamina each turn: +1.00 (-) Only die when reaching: -60.00 life (-) When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +6(-) lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | [vs. Shadowhunter the rough leather belt (Around waist)]Shadowhunter the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) (-) Changes resistances penetration: +5%(-) darkness Changes damage: +12%(-) darkness Spell save: +6 (+3 eff.) (-) Infravision radius: +3 (-) Size category: +1 (-) A belt that goes around your waist. |
| Cloak | [vs. Bethymina the Brightrune (1 def, 0 armour) =ge= (Cloak)]Bethymina the Brightrune (1 def, 0 armour) =ge= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Changes resistances: +18%(-) lightning / +6%(-) fire Changes damage: +12%(-) darkness Stun/Freeze immunity: +30% (-) Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Spider-Silk Robe of Spydrë (10 def, 18 armour) (Main armor)]Spider-Silk Robe of Spydrë (10 def, 18 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +18 (-) Armour Hardiness: +50% (-) Defense: +10 (+5 eff.) (-) Fatigue: +3% (-) Damage when hit (Melee): 20(-) nature slow / 20(-) poison Changes stats: +5(-) Con / +4(-) Wil Changes resistances: +30%(-) nature / +11%(-) all Changes damage: +15%(-) acid / +15%(-) nature / +15%(-) mind Physical save: +10 (+5 eff.) (-) Spell save: +10 (+5 eff.) (-) Mindpower: +10 (+5 eff.) (-) Mental crit. chance: +5% (-) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
steam generator implant (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Infusion: Wild (on body)]This item will automatically be transmogrified when you leave the level. wild infusion of the wizard (res 29%; physical; dur 4; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random physical effect and reduce all damage taken by 29%(+15%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Treemistress the copper amulet (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-1) Con Changes resistances: +0%(-12%) lightning / +0%(-3%) cold Changes resistances penetration: +0%(-25%) nature Stun/Freeze immunity: +0% (-21%) Only die when reaching: +0.00 life (+80.00 life) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. Treemistress the copper amulet (Around neck)]restful copper amulet of mastery (0.10 Spell / Necrosis) =keep= Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Fatigue: -4% Changes stats: +0(-1) Con Changes resistances: +0%(-12%) lightning / +0%(-3%) cold Changes resistances penetration: +0%(-25%) nature Talent mastery: +0.10 Spell / Necrosis Stun/Freeze immunity: +0% (-21%) Life regen: +1.00 Only die when reaching: +0.00 life (+80.00 life) Amulets can have magical properties. |
[vs. Treemistress the copper amulet (Around neck)]stabilizing copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Changes stats: +2(+1) Con Changes resistances: +0%(-12%) lightning / +11% temporal / +0%(-3%) cold Changes resistances penetration: +0%(-25%) nature Pinning immunity: +20% Stun/Freeze immunity: +0% (-21%) Knockback immunity: +20% Only die when reaching: +0.00 life (+80.00 life) Amulets can have magical properties. |
[vs. Arthydas (On fingers, 1 of 2)]psionicist's copper ring of lightning (+22%) =li= Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +3 Wil / +0(-2) Cun Changes resistances: +22% lightning / +0%(-3%) physical / +0%(-3%) nature Changes damage: +11% lightning Mental save: +6 (+3 eff.) Confusion immunity: +0% (-10%) See invisible: +0 (-3) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Spider-Silk Robe of Spydrë (10 def, 18 armour) (Main armor)]timebroken linen robe of power (0 def, 0 armour) =ge= Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-50%) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-20) poison / 0(-20) nature slow Changes stats: +3 Mag / +2(-2) Wil / +0(-5) Con Changes resistances: +0%(-30%) nature / +7%(-4%) all Changes damage: +0%(-15%) acid / +7% temporal / +0%(-15%) mind / +0%(-15%) nature / +5% arcane / +6% all Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum mana: +17.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Spider-Silk Robe of Spydrë (10 def, 18 armour) (Main armor)]rough leather armour 'Splendoursmasher' (3 def, 2 armour) =li= Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-16) Armour Hardiness: +0% (-50%) Defense: +3 (+2 eff.) (-7 (-3 eff.)) Fatigue: +6% (+3%) Damage when hit (Melee): 0(-20) poison / 0(-20) nature slow Changes stats: +1 Mag / +0(-4) Wil / +3 Cun / +0(-5) Con Changes resistances: +16% lightning / +0%(-30%) nature / +0%(-11%) all Changes resistances penetration: +5% light Changes damage: +0%(-15%) acid / +0%(-15%) nature / +0%(-15%) mind Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Psi when hit: +0.04 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) A suit of armour made of leather. |
[vs. Spider-Silk Robe of Spydrë (10 def, 18 armour) (Main armor)]rejuvenating cured leather armour of the deep (6 def, 6 armour) =breath= Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-12) Armour Hardiness: +0% (-50%) Defense: +6 (+3 eff.) (-4 (-2 eff.)) Fatigue: +7% (+4%) Damage when hit (Melee): 0(-20) poison / 0(-20) nature slow Changes stats: +0(-5) Con / +0(-4) Wil Changes resistances: +5% acid / +7% cold / +0%(-30%) nature / +0%(-11%) all Changes damage: +0%(-15%) acid / +0%(-15%) nature / +0%(-15%) mind Allows you to breathe in: water Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +2.50 Stamina each turn: +0.60 Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) A suit of armour made of leather. |
[vs. Shadowhunter the rough leather belt (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Armour: +4 Fatigue: -10% Changes resistances penetration: +0%(-5%) darkness Changes damage: +0%(-12%) darkness Maximum encumbrance: +70 Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +40% Maximum life: +40.00 Infravision radius: +0 (-3) Size category: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. Shadowhunter the rough leather belt (Around waist)]Hirach =st ma co li= Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +4 Str / +2 Mag / +4 Con Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +0%(-5%) darkness / +5% physical Changes damage: +0%(-12%) darkness Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +2.00 Maximum stamina: +20.00 Infravision radius: +0 (-3) Size category: +0 (-1) A belt that goes around your waist. |
[vs. Bethymina the Brightrune (1 def, 0 armour) =ge= (Cloak)]Thunderwedge (1 def, 0 armour) =de ma cu li= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) (-) Changes stats: +0(-1) Str / +3 Dex / +1 Mag / +4 Cun / +0(-1) Con Changes resistances: +6%(-12%) lightning / +0%(-6%) fire Changes resistances penetration: +5% lightning Changes damage: +0%(-12%) darkness Stun/Freeze immunity: +0% (-30%) Light radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Kilnwreath the pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots 'Betherenne' (0 def, 1 armour) =li= Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 0(-6) temporal Changes resistances: +5% lightning / +5%(+2%) temporal / +3% light / +3% blight / +0%(-6%) fire / +3% physical Changes resistances penetration: +0%(-25%) darkness Changes damage: +0%(-3%) fire Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Cut immunity: +10% Pinning immunity: +10% (-5%) Knockback immunity: +0% (-15%) Teleport immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A pair of boots made of leather. |
[vs. Kilnwreath the pair of rough leather boots (0 def, 1 armour) (On feet)]undeterred pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 0(-6) temporal Changes resistances: +0%(-3%) temporal / +0%(-6%) fire Changes resistances penetration: +0%(-25%) darkness Changes damage: +0%(-3%) fire Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +22% Confusion immunity: +21% Pinning immunity: +0% (-15%) Stun/Freeze immunity: +22% Knockback immunity: +0% (-15%) Teleport immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +25% Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) A pair of boots made of leather. |
[vs. Kilnwreath the pair of rough leather boots (0 def, 1 armour) (On feet)]Gloruma the Blazekarma (0 def, 3 armour) =li= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 (+2) Effects on melee hit: * 20% chance to reduce armor by 34% Damage when hit (Melee): 0(-6) temporal Changes resistances: +6% acid / +0%(-6%) fire / +0%(-3%) temporal / +15% lightning Changes resistances penetration: +20% lightning / +0%(-25%) darkness Changes damage: +9% lightning / +0%(-3%) fire Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Pinning immunity: +0% (-15%) Knockback immunity: +0% (-15%) Teleport immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) A pair of boots made of leather. |
[vs. Kilnwreath the pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of iron boots of rushing (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Damage when hit (Melee): 0(-6) temporal Changes stats: +2 Str / +2 Con Changes resistances: +7% lightning / +6%(+3%) temporal / +0%(-6%) fire Changes resistances penetration: +0%(-25%) darkness Changes damage: +0%(-3%) fire Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Pinning immunity: +0% (-15%) Knockback immunity: +0% (-15%) Teleport immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. iron gauntlets 'Galeradiance' (0 def, 1 armour) (On hands)]Camoyon (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +2 (+1) Fatigue: +3% (+2%) Damage (Melee): 7 blight / 0(-7) lightning Changes stats: +2 Wil / +5 Mag Changes resistances: +6% blight / +0%(-6%) lightning Changes resistances penetration: +0%(-5%) lightning Changes damage: +5% blight / +0%(-18%) physical / +0%(-14%) lightning Talent granted: +0(+-3) Iron Grip Disarm immunity: +0% (-80%) Stamina each turn: +0.00 (-1.00) Only die when reaching: +0.00 life (+60.00 life) Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 122% (+19%) Range: 1.4x (+0.0x) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +8.0% (+6.0%) Attack speed: 83% (-) When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +7 blight / +0(-6) lightning Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cuthedefast the Shadeworm (0 def, 3 armour) =ge= (On head)]Arelralaith (0 def, 1 armour) =st cu co breath= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-10) item darkness numbing Changes stats: +1(-2) Str / +3(+2) Cun / +2 Con Changes resistances: +0%(-3%) fire / +6% cold Allows you to breathe in: water Blindness immunity: +20% Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-7) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. Cuthedefast the Shadeworm (0 def, 3 armour) =ge= (On head)]Cloud Caller (0 def, 0 armour) =li= Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Fatigue: +0% (-5%) Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-1) Cun / +0(-3) Str Changes resistances: +10% lightning / +10% cold / +0%(-3%) fire Changes damage: +10% lightning / +10% cold Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-7) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.22 to 114.66 lightning damage (76.44 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
6 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 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 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. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
213 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. |
[vs. Demontorrent (Light source)]Kamnir =st de ma= Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +7 Mag Changes resistances: +0%(-9%) acid / +0%(-3%) fire / +0%(-3%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +3% blight / +0%(-3%) fire / +0%(-6%) darkness Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +5 (+3 eff.) Light radius: +5 (+2) See stealth: +0 (-7) See invisible: +0 (-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. |
[vs. Demontorrent (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +0%(-9%) acid / +0%(-3%) fire / +30% light / +0%(-3%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-3%) fire / +10% light / +0%(-6%) darkness Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +5 (+2) See stealth: +0 (-7) See invisible: +0 (-5) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 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. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]iron torque of psionic shield 'Curesweep' [power 25] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes damage: +12% lightning / +6% mind Equilibrium when hit: +0.04 Maximum hate: +2.00 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]Harudur the Stormwither [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +5% arcane / +9% cold Changes resistances penetration: +20% arcane / +15% cold Changes damage: +3% lightning It can be used to blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]steel torque of clear mind 'Broderab' [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Defense: +15 (+8 eff.) Stamina each turn: +1.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]steel torque of gale force [power 170] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 201 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]elm totem of healing 'Glaregasher' [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane / 6 light Changes stats: +2 Dex / +1 Mag Reduces incoming crit damage: 10.00% Infravision radius: +2 See invisible: +9 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]elm totem of stinging [power 122] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]Frozenglory the elm wand of shielding [power 116] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 34% Changes resistances: +3% acid / +18% cold Changes resistances penetration: +10% darkness Changes damage: +6% cold It can be used to create a shield absorbing up to 161 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. powerful elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]elm wand of shielding 'Winterwire' [power 122] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +3% darkness / +3% light Changes damage: +3% cold Reduces incoming crit damage: 15.00% Poison immunity: +20% Knockback immunity: +20% It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aandris the Cornac Adventurer level 13
72nd Dusk 122nd year of Ascendancy at 17:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aandris the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 17:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aandris the Cornac Adventurer level 20
54th Haze 122nd year of Ascendancy at 12:03 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Aandris the Cornac Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 15:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Aandris the Cornac Adventurer level 11
52nd Dusk 122nd year of Ascendancy at 10:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Aandris the Cornac Adventurer level 11
35th Dusk 122nd year of Ascendancy at 21:26 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Aandris the Cornac Adventurer level 10
8th Flare 122nd year of Ascendancy at 19:02 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Aandris the Cornac Adventurer level 21
33rd Regrowth 123rd year of Ascendancy at 08:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Aandris the Cornac Adventurer level 16
42nd Haze 122nd year of Ascendancy at 07:09 see stats
Log
Talent Invoke Darkness is ready to use.
The shield around Aandris crumbles.
Aandris deactivates Forcefield.
Aandris is no longer subject to the dark power.
Talent Rune: Shielding is ready to use.
Xynor the red crystal casts Flame Bolt.
Yvamina the bee swarm uses Juggernaut.
Yvamina the bee swarm hardens its skin.
Aandris is on fire!
Xynor the red crystal's Flame Bolt hits Aandris for (24 to psi shield), 56 fire (56 total damage).
Aandris casts Rune: Shielding.
A shield forms around Aandris.
Burning from Xynor the red crystal hits Aandris for (11 to psi shield), 16 fire (16 total damage).
Betuleribeth, the lost defiler says: 'Ok, but not for long.'
The shield around Aandris crumbles.
Aandris deactivates Thermal Shield.
Aandris deactivates Chant of Fortress.
Aandris deactivates Blurred Mortality.
Aandris deactivates Kinetic Shield.
Aandris deactivates Hymn of Perseverance.
A shield forms around Aandris.
Aandris deactivates Beyond the Flesh.
Aandris deactivates Shielding.
Aandris deactivates Molten Iron Blood.
Aandris stops burning.














































































































