











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit OldRPG - Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Virtual Image Reload 1.7.0An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: OldRPG - Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. OldRPG - Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! OldRPG - Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG - Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 39 / 87% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 26 (base 10) |
Magic | 96 (base 60) |
Willpower | 71 (base 60) |
Cunning | 51 (base 36) |
Resources
Life | 500/500 |
Mana | 366/366 |
Healing Factor | 1.3616586254954 |
Regeneration | 8.5103664093463 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.85179503776% |
Spell | 0% |
Global | +126.58634646151% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 7.3396144270368 |
See Invisible | 17.058587382526 |
Offense: Mainhand
Damage | 36 |
Accuracy | 8 |
Crit Chance | 46% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 66% |
Speed | 1 |
Cooldown Reduction | 13.333333333333 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Arcane | +64% |
Cold | +73% |
All | +2% |
Darkness | +8% |
Light | +12% |
Temporal | +29% |
Physical | +11% |
Lightning | +94% |
Fire | +62% |
Mind | +17% |
Offense: Damage Penetration
Lightning | +65% |
Fire | +50% |
Arcane | +50% |
Cold | +50% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (50.65183292883%) |
Defense | 36 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 63 |
Mental Save | 45 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Physical | + 39%( 70%) |
Lightning | + 56%( 70%) |
Light | + 64%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 65%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 93% |
Confusion Resistance | 40% |
Instadeath Resistance | 100% |
Stun Resistance | 76% |
Poison Resistance | 20% |
Disarm Resistance | 37% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 692 damage for 7 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 170 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 688% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 214 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 Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Chant of Fortress |
talent | Thunderstorm |
talent | Spellcraft |
talent | Feather Wind |
talent | Arcane Power |
talent | Disruption Shield |
talent | Essence of Speed |
talent | Shielding |
talent | Phantasmal Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | 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 Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 514. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. 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 ice wyrm tooth. * You've found the needed ritch stinger. 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 bloated horror heart. * You've found the needed naga tongue. * You've found the needed vial of greater demon bile. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a 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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Spellpower +15 (+3 eff.) Spellpower/crit +4 defense ------ Armor +4 Fatigue +3% Resistance +11% lightning +11% temporal, +15% nature +21% cold Spell save +6 (+2 eff.) other ------- Max mana +100.00 Max vim +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance 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.(127 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Critical power +10.00% Damage +15% mind, +12% arcane defense ------ Defense +17 (+7 eff.) Resistance +15% lightning, +15% mind +18% darkness Spell save +15 (+4 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% acid, +27% temporal +6% darkness When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +6% darkness, +12% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats Cun +2, Wil +5 defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 515, based on Magic) for 11 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +3.0% Spell Crit +20% Critical power +20.00% Spellpower +15 (+3 eff.) Damage +30% lightning defense ------ Resistance +6% cold, +12% darkness +6% mind Spell save +18 (+5 eff.) Life +40.00 Poison Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats Dex +3, Con +6 offense ------ Physical Crit +16.0% Spell Crit +10% Mind Crit +15% Critical power +9.00% On-Hit 10 cold Damage +10% cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +10 (+5 eff.) Resistance +7% cold Physical save +17 (+6 eff.) Spell save +8 (+2 eff.) Mind save +7 (+3 eff.) Unlife -20.00 life Disarm Resist +37% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +10% acid, +9% physical +10% fire, +11% cold defense ------ Resistance +8% lightning, +8% darkness +23% fire, +11% all +12% acid, +13% physical +8% blight, +22% cold +8% light Physical save +13 (+5 eff.) Spell save +30 (+8 eff.) Mind save +13 (+5 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: defense ------ Defense +8 (+4 eff.) Resistance +13% blight, +16% fire +13% nature, +15% light Stealth +6 Life Regen +6.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats Mag +2, Wil +3 offense ------ Spell Crit +8% Damage +12% lightning Ignore resists +15% lightning defense ------ Resistance +9% lightning, +15% fire +22% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 878 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats Wil +8 offense ------ Mind Crit +2% Mindpower +10 (+3 eff.) Damage +6% blight defense ------ Resistance +22% lightning, +20% blight Stun Resist +44% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+6 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.6 Power cost 60 out of 60/60. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Mag +4 offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Damage +6% acid, +6% fire +8% cold, +6% lightning other ------- Masteries +0.28 Cunning/Survival +0.28 Spell/Aether Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +18% blight, +12% temporal +6% darkness Physical save +11 (+4 eff.) Spell save +18 (+5 eff.) Mind save +17 (+6 eff.) Unlife -60.00 life Life +40.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats Str +5, Wil +1, Con +4 offense ------ Damage +12% arcane, +6% fire defense ------ Resistance +17% lightning Physical save +13 (+5 eff.) Life +39.00 Life Regen +6.00 Stun Resist +34% other ------- Max vim +50.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats Str +5 defense ------ Resistance +10% lightning Stun Resist +30% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% fire, +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +17 (+6 eff.) Spell save +15 (+4 eff.) Mind save +20 (+7 eff.) Healmod +15% Cut Resist +60% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Dex +3 defense ------ Resistance +10% light, +11% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Con +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats Dex +5, Mag +4, Cun +6 Con +6 offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 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. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Wil +7 offense ------ Damage +6% arcane When Hit 2 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +20% blight Mind save +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Dex +5, Con +8 offense ------ Ignore resists +15% darkness When Hit 10 nature defense ------ Crit Resistance 10.00% Life Regen +3.00 Stun Resist +44% other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +21% nature, +6% acid defense ------ Resistance +20% nature, +5% arcane Mind save +7 (+3 eff.) Confus Resist +27% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats Cun +8, Mag +8 offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +16 (+7 eff.) Resistance +18% darkness, +3% fire other ------- Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +6, Con +7 offense ------ Physical Power +11 (+11 eff.) defense ------ Life +54.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +4 offense ------ Damage +13% fire Accuracy +8 (+8 eff.) defense ------ Resistance +26% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +2 offense ------ Damage +12% cold Accuracy +4 (+4 eff.) defense ------ Resistance +24% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% acid defense ------ Fatigue -5% Resistance +24% acid other ------- Encumbrance +29 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +10 (+10 eff.) Spellpower +9 (+2 eff.) Mindpower +11 (+4 eff.) Damage +6% all defense ------ Resistance +15% acid, +14% fire +17% lightning, +17% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +3 offense ------ Damage +10% acid defense ------ Resistance +20% acid Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +5 offense ------ Damage +18% cold defense ------ Resistance +36% cold Mind save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats Dex +7 offense ------ Damage +15% fire, +3% mind +3% cold Accuracy +14 (+12 eff.) When Hit 4 mind, 8 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +9% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Damage +11% cold defense ------ Armor +4 Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master/Psionic While equipped: Stats Str +5 defense ------ Armor +10 Mind save +8 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats Mag +4 offense ------ Damage +12% temporal defense ------ Resistance +12% temporal Spell save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats Mag +3 offense ------ Damage +11% acid defense ------ Resistance +22% acid Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +16 cold While equipped: Stats Str +3, Mag +5, Wil +9 Con +16 defense ------ Resistance +6% cold Crit Resistance 15.00% Life +67.00 other ------- Infravision +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+5 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [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 Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Psionic Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats Str +6, Dex +7, Mag +9 Wil +7, Cun +6, Con +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +8, Dex +5, Mag +11 Wil +4, Cun +7, Con +6 offense ------ Physical Crit +9.0% Physical Power +6 (+6 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Psionic Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 mind, +10 item expose On Hit: * 10% chance to reduce all saves and defense by 27 While equipped: Stats Wil +9, Cun +3, Con +6 defense ------ Life +47.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Rare] Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +8 acid While equipped: offense ------ Damage +6% acid Accuracy +11 (+11 eff.) defense ------ Defense +41 (+15 eff.) Resistance +12% acid, +6% fire +6% darkness, +9% blight Disease Resist +20% Disarm Resist +44% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Wil +8 offense ------ Mind Crit +7% Mindpower +14 (+5 eff.) defense ------ Resistance +15% mind Mind save +25 (+9 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +6% Mindpower +12 (+4 eff.) Damage +8% cold, +8% fire +8% physical defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +12.00% Spellpower +6 (+1 eff.) Damage +15% arcane When Hit 4 mind defense ------ Resistance +6% mind, +6% darkness Life +100.00 Poison Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+6 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 14 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 109.78 physical (gravity) damage. Each target moved beyond the first increases the damage by 13.72 (up to a maximum of 54.89 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +12 lightning On-Hit, radius 1 +12 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +20.0% Physical Power +12 (+12 eff.) Ignore resists +25% lightning defense ------ Resistance +9% lightning One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight +7 item blight disease On Hit: * 7% chance to reduce strength, dexterity, and constitution by 29 * Create an explosion dealing 105 lightning damage (1/turn) On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +10 (+10 eff.) Damage +14% lightning, +9% fire Ignore resists +8% lightning defense ------ Resistance +5% arcane, +18% fire One-handed war axes. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Defense +10 (+5 eff.) Resistance +8% lightning +10% temporal, +6% nature Physical save +9 (+3 eff.) Life Regen +4.00 Blind Resist +20% Disarm Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats Str +3, Dex +3, Wil +3 Cun +2 defense ------ Physical save +14 (+5 eff.) Spell save +12 (+3 eff.) Mind save +13 (+5 eff.) Life +30.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats Cun +6, Wil +5 offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+5 eff.) Resistance +15% mind Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 45 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +17% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats Mag +6 offense ------ Damage +15% light, +27% temporal Ignore resists +15% temporal, +10% light +10% cold defense ------ Armor +5 Defense +3 (+2 eff.) Resistance +9% darkness, +9% cold +8% light, +11% all Life +39.00 other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +10, Wil +8, Cun +6 offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+6 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. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats Mag +5 offense ------ Damage +21% acid, +27% physical +15% fire, +14% temporal +11% cold Ignore resists +9% temporal, +9% physical defense ------ Resistance +14% acid, +18% physical +14% fire, +18% cold +13% all Anomaly Control +11 other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats Str +6, Mag +5, Wil +8 offense ------ Damage +12% lightning +19% physical, +16% fire +35% cold, +12% acid defense ------ Resistance +8% lightning +14% physical, +10% acid +26% cold, +16% fire +13% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats Cun +8, Mag +8 offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+3 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 244 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats Con +6 offense ------ Physical Crit +3.0% Critical power +10.00% Ignore Armor +6 defense ------ Armor +20 Resistance +14% acid, +14% fire +14% lightning, +13% cold Unlife -80.00 life other ------- Stamina/turn +3.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Dex +4, Wil +4, Con +8 offense ------ Physical Power +25 (+18 eff.) Mindpower +5 (+2 eff.) Ignore resists +18% physical Accuracy +15 (+13 eff.) defense ------ Armor +4 Fatigue +3% Physical save +6 (+2 eff.) Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Cun +4, Wil +4 offense ------ Damage +9% lightning, +6% acid Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Armor +4 Fatigue +3% Resistance +18% lightning Physical save +7 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats Mag +4 offense ------ Spellpower +5 (+1 eff.) Damage +7% acid, +7% blight Ignore resists +14% darkness +14% temporal defense ------ Armor +4 Fatigue +3% Resistance +16% darkness +18% temporal Disease Resist +23% Out-of-Phase Defense +13 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +15.00% defense ------ Armor +9 Fatigue +3% Resistance +10% acid, +11% fire +10% cold, +5% arcane +11% lightning Spell save +18 (+5 eff.) Mind save +12 (+4 eff.) Life Regen +4.00 Healmod +20% Stun Resist +20% other ------- Hate-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +9 Fatigue +3% Resistance +8% acid, +8% fire +8% lightning, +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+2 eff.) Mindpower +15 (+5 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Con +3 defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +13% cold Physical save +12 (+4 eff.) other ------- Breathe water A cap made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Cun +3, Wil +5 offense ------ Mindpower +8 (+3 eff.) Damage +10% fire, +15% mind +15% light Ignore resists +10% fire, +10% light +10% mind defense ------ Armor +15 Defense +17 (+7 eff.) Ranged Defense +17 (+6 eff.) Fatigue +12% Resistance +12% mind, +10% fire +20% light, +15% darkness Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 54.36 to 67.95 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +2 defense ------ Resistance +7% darkness, +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +5.00% Accuracy +20 (+15 eff.) defense ------ Resistance +5% arcane Crit Resistance 5.00% Unlife -60.00 life other ------- Light +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. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats Mag +3 defense ------ Resistance +6% lightning, +9% fire Mind save +9 (+3 eff.) other ------- Max hate +2.00 Max psi +20.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid, +6% fire +6% cold, +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 43.36 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4 Wil +4, Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4 Wil +4, Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 797.04 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Rare] Master Weapon Damage 165% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +21 Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +16 fire +20 item nature slow +20 nature On-Hit, radius 1 +20 nature, +8 fire On Hit: * 20% chance to slow global speed by 54% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Dex +1, Mag +4, Wil +4 offense ------ When Hit 4 mind defense ------ Resistance +9% mind, +6% fire Crit Resistance 15.00% Blast the opponent's mind dealing 269 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 394 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats Wil +3 offense ------ Spell Crit +4% Ignore resists +15% arcane When Hit 2 light other ------- Max mana +20.00 Max vim +20.00 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 271 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 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. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 392 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +10 (+5 eff.) Resistance +8% physical Unlife -60.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Fire a magical bolt dealing 770 fire damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Thot Urge the Shalore Archmage level 36
1st Time of Equilibrium 123rd year of Ascendancy at 11:19 see stats
By Thot Urge the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 20:32 see stats
By Thot Urge the Shalore Archmage level 34
12nd Dusk 123rd year of Ascendancy at 02:48 see stats
By Thot Urge the Shalore Archmage level 29
54th Pyre 123rd year of Ascendancy at 09:41 see stats
By Thot Urge the Shalore Archmage level 38
29th Haze 123rd year of Ascendancy at 15:47 see stats
By Thot Urge the Shalore Archmage level 37
9th Haze 123rd year of Ascendancy at 10:17 see stats
By Thot Urge the Shalore Archmage level 36
52nd Dusk 123rd year of Ascendancy at 07:16 see stats
By Thot Urge the Shalore Archmage level 14
32nd Dusk 122nd year of Ascendancy at 11:49 see stats
By Thot Urge the Shalore Archmage level 37
9th Haze 123rd year of Ascendancy at 21:30 see stats
By Thot Urge the Shalore Archmage level 35
16th Dusk 123rd year of Ascendancy at 16:48 see stats
By Thot Urge the Shalore Archmage level 38
11st Haze 123rd year of Ascendancy at 03:11 see stats
By Thot Urge the Shalore Archmage level 20
7th Allure 123rd year of Ascendancy at 05:39 see stats
By Thot Urge the Shalore Archmage level 39
33rd Haze 123rd year of Ascendancy at 19:33 see stats
By Thot Urge the Shalore Archmage level 36
6th Haze 123rd year of Ascendancy at 01:33 see stats
By Thot Urge the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 20:06 see stats
By Thot Urge the Shalore Archmage level 30
3rd Flare 123rd year of Ascendancy at 16:42 see stats
By Thot Urge the Shalore Archmage level 10
5th Flare 122nd year of Ascendancy at 10:51 see stats
By Thot Urge the Shalore Archmage level 20
3rd Decay 122nd year of Ascendancy at 23:44 see stats
By Thot Urge the Shalore Archmage level 30
7th Mirth 123rd year of Ascendancy at 18:28 see stats
By Thot Urge the Shalore Archmage level 30
4th Flare 123rd year of Ascendancy at 04:17 see stats
By Thot Urge the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 20:32 see stats
By Thot Urge the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 06:22 see stats
By Thot Urge the Shalore Archmage level 20
3rd Allure 123rd year of Ascendancy at 15:47 see stats
By Thot Urge the Shalore Archmage level 26
39th Pyre 123rd year of Ascendancy at 09:53 see stats
By Thot Urge the Shalore Archmage level 23
58th Regrowth 123rd year of Ascendancy at 18:21 see stats
By Thot Urge the Shalore Archmage level 38
9th Haze 123rd year of Ascendancy at 23:31 see stats
By Thot Urge the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 20:32 see stats
By Thot Urge the Shalore Archmage level 12
19th Dusk 122nd year of Ascendancy at 13:05 see stats
By Thot Urge the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 20:32 see stats
By Thot Urge the Shalore Archmage level 23
58th Regrowth 123rd year of Ascendancy at 23:01 see stats
By Thot Urge the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 16:13 see stats
By Thot Urge the Shalore Archmage level 20
10th Allure 123rd year of Ascendancy at 04:41 see stats
By Thot Urge the Shalore Archmage level 33
10th Dusk 123rd year of Ascendancy at 07:06 see stats
Log
There is a ladder to the previous level here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Portal back to the Gates of Morning here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
You gain 2.50 gold from the transmogrification of Rod of Spydric Poison (1/1).
You gain 2.40 gold from the transmogrification of dwarven-steel pickaxe of delving (dig speed 30 turns).
You gain 4.00 gold from the transmogrification of reinforced stralite shield of patience (0 def, 13 armour, 173 block).
You gain 1.06 gold from the transmogrification of cashmere wizard hat of nature (+19%) (2 def, 0 armour).
You gain 0.50 gold from the transmogrification of drakeskin leather gloves (0 def, 3 armour).
You gain 5.52 gold from the transmogrification of focusing silk robe of fire (+13%) (0 def, 0 armour).
You gain 3.60 gold from the transmogrification of noble's hardened leather belt.
You gain 25.00 gold from the transmogrification of dwarven-steel waraxe 'Tundrawill' (120% power, 4 apr).
You gain 6.17 gold from the transmogrification of surging elven-wood starstaff of power (129% power, 5 apr, temporal element).
You gain 10.46 gold from the transmogrification of infernal elven-wood vilestaff of protection (129% power, 5 apr, darkness element).
You gain 13.65 gold from the transmogrification of dreamer's living mindstar of gales (117% power, 40 apr, mind damage).
You gain 10.03 gold from the transmogrification of absorbing pulsing mindstar of storms (107% power, 32 apr, nature damage).
You gain 3.25 gold from the transmogrification of arcing stralite longsword of phasing (144% power, 26 apr).
You gain 7.06 gold from the transmogrification of elven-wood longbow of enduring.
[Music Mod] | Track: cults/ardhungol.ogg (Inspired by: Breath of Fire III - Anti-Historical)
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Saving game...
Saving done.
The furious lightning storm around Thot Urge calms down and disappears.