










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 41 / 3% |
| Size | small |
| Lifes / Deaths | Killed by Emelyth the large white snake at level 17 on the 16th Regrowth 123rd year of Ascendancy at 04:40 0 / 8Killed by Arymita the faeros at level 18 on the 27th Regrowth 123rd year of Ascendancy at 21:45 Killed by Mayuba the thief at level 20 on the 10th Pyre 123rd year of Ascendancy at 23:27 Killed by Salolenne the orc grand master assassin at level 37 on the 10th Allure 124th year of Ascendancy at 02:45 Killed by Betiriavea the heavy bone giant at level 39 on the 19th Regrowth 124th year of Ascendancy at 09:35 Killed by Betiriavea the heavy bone giant at level 39 on the 45th Regrowth 124th year of Ascendancy at 03:26 Killed by Glorena the gigantic sandworm tunneler at level 40 on the 6th Pyre 124th year of Ascendancy at 01:15 Killed by Vorynor the orc summoner at level 41 on the 9th Pyre 124th year of Ascendancy at 08:11 |
Primary Stats
| Strength | 19 (base 22) |
| Dexterity | 57 (base 42) |
| Constitution | 16 (base 10) |
| Magic | 71 (base 48) |
| Willpower | 36 (base 10) |
| Cunning | 91 (base 60) |
Resources
| Life | -19/1127 |
| Mana | 210/470 |
| Stamina | 168/285 |
| Healing Factor | 1.1545771506544 |
| Regeneration | 23.380187300752 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | +19.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 61.453993780778 |
| See Invisible | 61.453993780778 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 38 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Acid | +18% |
| Lightning | +127% |
| Darkness | +33% |
| Cold | +15% |
| Arcane | +50% |
| Fire | +30% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +40% |
| Blight | +10% |
| Arcane | +20% |
| Physical | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 9.999999999999 (35.65183292883%) |
| Defense | 59 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 34 |
| Mental Save | 46 |
Defense: Resistances
| Lightning | + 63%( 70%) |
| Fire | + 38%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 36%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 3%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Confusion Resistance | 25% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 214.13 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 6 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
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 failed to protect the injured seer from death by Neresevena the white crystal. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by Isludhera the banshee. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 950. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed naga tongue. * You've found the needed minotaur nose. 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 vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. 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 |
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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 34 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | 713 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | dwarven lantern 'Hellstake'1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +3% Critical power +5.00% Spellpower +10 (+2 eff.) Ignore resists +10% blight When Hit 22 fire defense ------ Resistance +7% temporal +8% cold +9% fire Out-of-Phase Defense +16 Out-of-Phase Resistance +15% Out-of-Phase Resilience +13% other ------- Mana/turn +0.04 Mana-on-crit +2.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 24 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Emodata the Murkfury [power 330] (10 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +30% lightning +18% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +6% lightning +15% darkness Fire a magical bolt dealing 749 lightning damage Puts all charms on 10 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Mind Crit +1% Damage +22% lightning defense ------ Resistance +32% lightning Mind save +8 (+2 eff.) Life +86.00 Life Regen +12.00 Healmod +10% Confus Resist +25% other ------- Hate-on-crit +4.00 Max hate +4.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Gyth0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Con offense ------ Ignore resists +10% physical defense ------ Armor +6 Spell save +9 (+4 eff.) Mind save +12 (+4 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| Around waist | Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 20 out of 10/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | yew vilestaff 'Cyroremina' (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +28.00% Spellpower +17 (+4 eff.) Damage +20% lightning +20% fire +35% arcane +20% cold Ignore resists +20% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Plague-Fire Sceptre. |
| On hands | voratun gauntlets 'Strikeglory' (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +6 Wil offense ------ Mindpower +20 (+6 eff.) Damage +30% lightning +18% acid Ignore resists +25% lightning When Hit 8 lightning defense ------ Armor +3 Fatigue +5% Life Regen +6.00 other ------- Stamina/turn +1.30 Psi/turn +0.32 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.2 Power cost 19 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 161.50 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
heroism infusion of the wizard (die at -733; dur 7; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -733 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1479 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 602%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 222; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 222.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 220; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 220.11 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 520; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 520 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 111; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 40 power out of 60/60 The evilness of undeath radiates from this amulet. |
Flashhacker the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +3 Wil +5 Cun +4 Con offense ------ Move Speed +10% Damage +12% light On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Fatigue -6% Crit Resistance 15.00% Life Regen +2.00 other ------- Stamina/turn +0.90 Amulets make your neck look great! |
Xeryba the Coalhash0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil offense ------ Mindpower +7 (+2 eff.) Damage +3% nature +6% darkness Ignore resists +20% nature When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +20% lightning +19% light +20% darkness Mind save +10 (+3 eff.) Blind Resist +41% Confus Resist +18% Stun Resist +20% Amulets make your neck look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Yaredin =5 str=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +9 Dex +6 Cun offense ------ Physical Crit +8.0% Accuracy +7 (+3 eff.) defense ------ Defense +15 (+4 eff.) Rings make your fingers look great! |
Armozilaran0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +20 (+6 eff.) Damage +13% lightning +6% mind defense ------ Resistance +26% lightning Physical save +9 (+7 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+9 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Chamehor (139% power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Dex +2 Mag +3 Wil offense ------ Spell Crit +4% Physical Power +25 (+8 eff.) Spellpower +19 (+4 eff.) Damage +32% light +9% physical defense ------ Armor +4 Hardiness +4% Defense +10 (+2 eff.) Physical save +2 (+2 eff.) other ------- Max mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shantiz the Stormblade (111% power, 20 apr) =20 dex=1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Xanikira the voratun dagger (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +10 Str +7 Dex +5 Mag +11 Wil +7 Cun +8 Con offense ------ Ignore resists +10% arcane When Hit 2 blight defense ------ Resistance +9% temporal other ------- Mana-on-crit +1.00 Sharp, short and deadly. |
enhanced ash longbow of enduring =stats=4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +8 Str +6 Dex +5 Mag +20 Wil +8 Cun +19 Con defense ------ Life +42.00 Longbows are used to shoot arrows at your foes. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. This object's appearance was changed to Therapeutic Platemail. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 10 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Yvyletha the Freezesweep (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +5 Cun +1 Wil offense ------ Critical power +20.00% Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +9% cold defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% other ------- Psi when Hit +0.12 A suit of armour made of leather. |
Searidol1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Spellpower +30 (+7 eff.) Damage +6% fire defense ------ Mind save +6 (+2 eff.) Life +42.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +20.00 A belt that goes around your waist. |
Beakan the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +7 Wil +2 Cun offense ------ Spell Crit +4% Mindpower +6 (+2 eff.) Ignore resists +20% mind defense ------ Defense +10 (+2 eff.) Physical save +8 (+7 eff.) Stealth +10 other ------- Psi when Hit +0.04 A belt that goes around your waist. |
Poliretira the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Con offense ------ Critical power +18.00% Damage +9% mind Accuracy +7 (+3 eff.) Ignore Armor +11 defense ------ Defense +2 (+0 eff.) Stealth +7 Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +10% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargenight (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Damage +9% mind Ignore resists +15% lightning defense ------ Armor +1 Mind save +18 (+6 eff.) Silence Resist +26% Confus Resist +22% Stun Resist +23% A pair of boots made of leather. |
Dawnbright (0 def, 1 armour) =4 dex=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex offense ------ Damage +3% light Ignore resists +10% light +10% fire When Hit 6 darkness defense ------ Armor +1 Stealth +5 A pair of boots made of leather. |
Emelyvena the Carrionmire (4 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +4 (+1 eff.) Resistance +3% acid +6% mind +6% nature Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Evasion: (Instant) Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Chalylen the Dazzledash (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: defense ------ Armor +1 Resistance +3% lightning Life +100.00 Life Regen +4.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +0.50 Max stamina +12.00 Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves of strength (+4) (0 def, 2 armour) =4 str=1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) On-Hit 6 mind Damage +5% mind defense ------ Armor +2 Resistance +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubiselranne (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +11 Dex offense ------ Physical Crit +5.0% On-Hit 15 light Damage +8% light +6% physical Accuracy +26 (+9 eff.) Ignore Armor +13 defense ------ Armor +3 Resistance +10% light Unlife -20.00 life other ------- Max stamina +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 14 turn cooldown Effective talent level: 3.0 Power cost 14 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galarig (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +5% arcane +3% lightning Physical save +21 (+13 eff.) Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Brass Goggles. |
Samogandil (0 def, 4 armour) =9 str=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Str offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Resistance +12% light +6% fire Spell save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Shaderain' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +28% darkness Blind Resist +20% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+7 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+7 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Tulivon'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +15% physical Ignore Armor +2 defense ------ Unlife -80.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 27 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
watchleader's alchemist's lamp of corpselight =breathe=1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +7% blight +8% darkness Blind Resist +28% Confus Resist +15% other ------- Light +8 Infravision +4 See Stealth +10 See Invisibility +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 24 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 53 power out of 50/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Velyda (dig speed 21 turns) =6 str=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +3 Dex +2 Mag offense ------ Physical Power +25 (+8 eff.) Move Speed +10% other ------- Max stamina +20.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 121% of the healing done. This effect scales with your Magic stat.. Uses 50 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 134 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. |
focusing dwarven-steel torque of clear mind [power 2] (17 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of mindblast [power 215] (10 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to heal for 50. Torques are made by powerful psionics to store psionic powers. |
Aeromira the Wretchripper [power 310] (10 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Mindpower +20 (+6 eff.) Damage +3% nature Ignore resists +10% mind When Hit 2 nature defense ------ Resistance +9% light Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 310 physical damage Puts all charms on 10 turn cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Gidar' [power 107] (17 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +9% mind +3% darkness Crit Resistance 10.00% Poison Resist +10% Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 59. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Aerasetira' [power 212] (10 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +4% Ignore resists +10% blight +25% arcane other ------- Mana-on-crit +2.00 Max vim +20.00 Sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle 'Bethuyavena' [power 365] (17 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Mag offense ------ Spell Crit +5% Spellpower/crit +4 defense ------ Resistance +9% mind Crit Resistance 15.00% Spell save +6 (+3 eff.) other ------- Light +2 See Invisibility +12 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 987 Base Damage: 440 Armor: 40 All Resist: 33 Puts all charms on 17 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Flameblack [power 11] (10 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% fire Ignore resists +20% fire When Hit 4 fire Reveal the area around you, dispelling darkness (radius 11, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 10 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Angus McFirst the Halfling Arcane Blade level 35
77th Haze 123rd year of Ascendancy at 03:18 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Angus McFirst the Halfling Arcane Blade level 36
1st Decay 123rd year of Ascendancy at 12:52 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Angus McFirst the Halfling Arcane Blade level 25
13rd Dusk 123rd year of Ascendancy at 08:36 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Angus McFirst the Halfling Arcane Blade level 36
79th Haze 123rd year of Ascendancy at 21:54 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Angus McFirst the Halfling Arcane Blade level 39
10th Regrowth 124th year of Ascendancy at 19:09 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Angus McFirst the Halfling Arcane Blade level 25
3rd Flare 123rd year of Ascendancy at 08:45 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Angus McFirst the Halfling Arcane Blade level 38
6th Regrowth 124th year of Ascendancy at 11:18 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Angus McFirst the Halfling Arcane Blade level 33
71st Haze 123rd year of Ascendancy at 17:12 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Angus McFirst the Halfling Arcane Blade level 25
27th Dusk 123rd year of Ascendancy at 16:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Angus McFirst the Halfling Arcane Blade level 21
25th Pyre 123rd year of Ascendancy at 01:25 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Angus McFirst the Halfling Arcane Blade level 29
4th Haze 123rd year of Ascendancy at 06:58 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Angus McFirst the Halfling Arcane Blade level 32
66th Haze 123rd year of Ascendancy at 06:20 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Angus McFirst the Halfling Arcane Blade level 25
13rd Dusk 123rd year of Ascendancy at 08:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Angus McFirst the Halfling Arcane Blade level 10
24th Haze 122nd year of Ascendancy at 20:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Angus McFirst the Halfling Arcane Blade level 20
40th Regrowth 123rd year of Ascendancy at 18:45 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Angus McFirst the Halfling Arcane Blade level 30
59th Haze 123rd year of Ascendancy at 23:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Angus McFirst the Halfling Arcane Blade level 40
45th Regrowth 124th year of Ascendancy at 07:32 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Angus McFirst the Halfling Arcane Blade level 20
11st Pyre 123rd year of Ascendancy at 03:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Angus McFirst the Halfling Arcane Blade level 32
67th Haze 123rd year of Ascendancy at 11:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Angus McFirst the Halfling Arcane Blade level 21
24th Pyre 123rd year of Ascendancy at 14:54 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Angus McFirst the Halfling Arcane Blade level 39
6th Regrowth 124th year of Ascendancy at 16:45 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Angus McFirst the Halfling Arcane Blade level 25
13rd Dusk 123rd year of Ascendancy at 08:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Angus McFirst the Halfling Arcane Blade level 18
25th Regrowth 123rd year of Ascendancy at 16:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Angus McFirst the Halfling Arcane Blade level 8
79th Dusk 122nd year of Ascendancy at 17:34 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Angus McFirst the Halfling Arcane Blade level 25
13rd Dusk 123rd year of Ascendancy at 08:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Angus McFirst the Halfling Arcane Blade level 17
6th Decay 122nd year of Ascendancy at 04:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Angus McFirst the Halfling Arcane Blade level 25
27th Dusk 123rd year of Ascendancy at 21:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Angus McFirst the Halfling Arcane Blade level 14
44th Haze 122nd year of Ascendancy at 22:20 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Angus McFirst the Halfling Arcane Blade level 36
79th Haze 123rd year of Ascendancy at 14:58 see stats
Log
Select a target to teleport...
Select a teleport location...
Angus McFirst is out of phase.
Weaver patriarch was blasted back 2 spaces!
Vorynor the orc summoner uses Quick as Thought.
Vorynor the orc summoner speeds up.
Layigada the orc cryomancer hits Weaver patriarch for 151 physical damage.
Weakness Disease from Emelikira the orc master assassin hits Weaver patriarch for 128 blight damage.
Decrepitude Disease from Emelikira the orc master assassin hits Weaver patriarch for 60 blight damage.
Decrepitude Disease from Emelikira the orc master assassin hits Weaver young for 60 blight damage.
Vorynor the orc summoner activates his totem!
Angus McFirst is poisoned!
Vorynor the orc summoner hits Angus McFirst for 33 nature damage.
Vorynor the orc summoner performs a telekinetically enhanced leap!
Talent Rune: Blink is ready to use.
Talent Arcane Amplification Drone is ready to use.
Talent Arcane Strike is ready to use.
Weakness Disease from Emelikira the orc master assassin hits Angus McFirst for 103 blight damage.
Rotting Disease from Emelikira the orc master assassin hits Angus McFirst for 49 blight damage.
Insidious Poison from Vorynor the orc summoner hits Angus McFirst for 33 nature damage.
Angus McFirst casts Arcane Reconstruction.
Angus McFirst's spell attains critical power!
Angus McFirst is surging arcane power.
Angus McFirst receives 307 healing.
Vorynor the orc summoner's Beyond the Flesh performs a melee critical strike against Angus McFirst!
Vorynor the orc summoner roars triumphantly.
Melee retaliation hits Vorynor the orc summoner for 15 lightning, 20 fire (35 total damage).
Vorynor the orc summoner's Beyond the Flesh hits Angus McFirst for 346 physical damage.
Angus McFirst the level 41 halfling arcane blade was smashed to death by Vorynor the orc summoner on level 1 of Ambush!.























































































































































