Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Embers of Rage 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.9Quality 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 26 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Xenorri the quasit at level 26 on the 17th Regrowth 123rd year of Ascendancy at 00:21 / 2Killed by skeleton warrior at level 26 on the 17th Regrowth 123rd year of Ascendancy at 00:32 |
Primary Stats
| Strength | 19 (base 16) |
| Dexterity | 18 (base 10) |
| Constitution | 25 (base 12) |
| Magic | 71 (base 57) |
| Willpower | 57 (base 42) |
| Cunning | 18 (base 10) |
Resources
| Life | -162/543 |
| Mana | 485/485 |
| Paradox | 384 |
| Healing Factor | 1.6953846153846 |
| Regeneration | 10.765692307692 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 33 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 33 |
| Crit Chance | 22% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 16% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.551211628464 (74.117647058824%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 22 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 39 |
Defense: Resistances
| All | + 45%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 20% |
| Bleed Resistance | 15% |
| Confusion Resistance | 25% |
| Stun Resistance | 70% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 7 turns. While Heroism is active, you will only die when reaching -432 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
| beneficial effect | The target's spellpower has been increased by 11. Spellsurge |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
| beneficial effect | The target ignores pain, reducing all damage taken by 28%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Estrasta. Escort: lost sun paladin (level 2 of Daikara) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
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! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of hardened leather boots 'Tirak' (0 def, 3 armour) pair of hardened leather boots 'Tirak' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +3 Fatigue: -3% Changes stats: +2 Dex Changes resistances: +6% blight Critical mult.: +6.00% Maximum encumbrance: +29 Physical save: +16 (+6 eff.) Stamina each turn: +1.00 Maximum stamina: +15.00 A pair of boots made of leather. |
| Light source | Xith the brass lantern Xith the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag / +1 Cun / +1 Con Changes resistances: +9% blight / +6% darkness Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Growtouch the hardened leather cap (0 def, 7 armour) Growtouch the hardened leather cap (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +7 Fatigue: +3% Damage when hit (Melee): 16 nature Changes stats: +2 Dex / +5 Con Changes resistances: +10% nature Spell save: +5 (+1 eff.) Maximum life: +67.00 Healing mod.: +17% A cap made of leather. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | dwarven-steel pickaxe of quickening (dig speed 25 turns) dwarven-steel pickaxe of quickening (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xanorina the Poxraptor Xanorina the PoxraptorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +3 Wil / +2 Cun / +5 Con Changes resistances: +24% cold Changes resistances penetration: +5% mind Changes damage: +12% cold Physical save: +10 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +2.30 Rings can have magical properties. |
| On fingers | Boreruibers BoreruibersCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% mind / +6% blight Mental save: +9 (+3 eff.) Confusion immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +1.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
| Around neck | stabilizing copper amulet of dexterity (+3) stabilizing copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +14% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. |
| In main hand | yew magestaff 'Eremedor' (120% power, 4 apr, arcane element) yew magestaff 'Eremedor' (120% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Physical power: +7 (+4 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +1 Mag / +2 Wil Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +9.00% Spell save: +20 (+6 eff.) Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+5 eff.) Spell crit. chance: +7% Light radius: +3 It can be used to conjure elemental energy in a radius 6 cone, dealing 34.79 to 41.74 arcane damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | cashmere cloak 'Uredurig' (9 def, 7 armour) cashmere cloak 'Uredurig' (9 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +19% cold / +6% fire Physical save: +6 (+2 eff.) Cut immunity: +15% Teleport immunity: +15% Only die when reaching: -60.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Glimmerveil' (4 def, 11 armour) steel plate armour 'Glimmerveil' (4 def, 11 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +6% physical / +26% cold / +7% fire / +6% mind / +6% lightning Changes resistances penetration: +10% light Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +24% Life regen: +2.80 Stamina each turn: +0.80 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 271 over 5 turns) regeneration infusion of the titan (heal 271 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 239 over 5 turns) regeneration infusion of the titan (heal 239 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 316 over 5 turns) regeneration infusion of the wizard (heal 316 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 17%; cure physical) wild infusion of the duelist (resist 17%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 22%; cure magical, physical) wild infusion of the duelist (resist 22%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (466% speed; 5 turns) movement infusion of the duelist (466% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (631% speed; 4 turns) movement infusion of the wizard (631% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 301 for 3 turns) shielding rune of the sneak (absorb 301 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 301 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 102) teleportation rune of the psychic (range 102)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
stabilizing steel amulet of mastery (0.11 Chronomancy / Matter) stabilizing steel amulet of mastery (0.11 Chronomancy / Matter)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.11 Chronomancy / Matter Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
Beredor the copper ring Beredor the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +1 Cun / +4 Con Changes resistances penetration: +10% arcane Mental save: +6 (+2 eff.) Mana each turn: +0.04 Rings can have magical properties. |
Eilinama the steel ring Eilinama the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +1 Cun / +3 Str Changes resistances: +6% temporal Changes damage: +9% temporal Mental save: +3 (+1 eff.) Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.38 cold and 15.52 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
solipsist's gold ring of the mind (+12%) solipsist's gold ring of the mind (+12%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% mind Changes damage: +12% mind Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon 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. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
dwarven-steel dagger 'Plaguehack' (113% power, 7 apr) dwarven-steel dagger 'Plaguehack' (113% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 6% chance to daze at end of turn * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +4 arcane When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +2 Str / +2 Dex / +4 Mag / +2 Wil / +3 Cun / +6 Con Changes resistances penetration: +8% lightning / +7% physical / +10% nature Critical mult.: +10.00% Spell save: +10 (+3 eff.) Disarm immunity: +12% Sharp, short and deadly. |
Flaresaw the rough leather belt Flaresaw the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex Changes resistances: +6% blight Changes resistances penetration: +5% fire Grants telepathy: Dragon Light radius: +1 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Liseta the rough leather belt Liseta the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +5 Con Changes resistances penetration: +10% acid Changes damage: +9% acid Stealth bonus: +6 Light radius: +1 See invisible: +6 A belt that goes around your waist. |
rough leather belt 'Eremozilarin' rough leather belt 'Eremozilarin'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +1 Con Changes resistances: +6% blight Grants telepathy: Humanoid/Orc Light radius: +2 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Goresin' hardened leather belt 'Goresin'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +4 Wil Changes resistances: +9% darkness / +6% cold Spell save: +6 (+2 eff.) Silence immunity: +20% Life regen: +0.40 Spell crit. chance: +4% A belt that goes around your waist. |
Erelolach (1 def, 0 armour) Erelolach (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +6 Wil / +1 Mag Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Infernoscar the linen cloak (1 def, 0 armour) Infernoscar the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% temporal Changes damage: +9% fire / +6% temporal Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Darksweep' (1 def, 0 armour) linen cloak 'Darksweep' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+1 eff.) Changes stats: +4 Dex / +3 Wil Changes resistances penetration: +20% physical Changes damage: +12% darkness Mental save: +6 (+2 eff.) Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Blazerigor' (0 def, 3 armour) pair of iron boots 'Blazerigor' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 arcane Changes stats: +3 Wil / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +6% physical / +10% arcane / +10% light Changes damage: +3% light Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 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. |
Xanewen (0 def, 2 armour) Xanewen (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Changes stats: +4 Dex / +3 Con Changes resistances: +3% physical Changes resistances penetration: +25% physical Life regen: +0.60 Maximum life: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Zubelle' (0 def, 1 armour) iron gauntlets 'Zubelle' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 5 cold Changes stats: +4 Str / +6 Mag Changes resistances: +3% acid / +5% cold Changes resistances penetration: +10% acid Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Betyrin the Healmire (3 def, 1 armour) Betyrin the Healmire (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Changes stats: +6 Con Changes resistances: +3% nature / +4% physical Physical save: +3 (+1 eff.) Maximum stamina: +5.00 A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
Cyrylralaith the dwarven-steel helm (0 def, 8 armour) Cyrylralaith the dwarven-steel helm (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Fatigue: +4% Damage when hit (Melee): 4 physical Changes stats: +5 Dex / +6 Con Life regen: +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Blastwaker' (0 def, 4 armour) dwarven-steel helm 'Blastwaker' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 20 mind Changes resistances: +18% lightning / +7% temporal / +6% mind Changes resistances penetration: +25% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
421 alchemist agate 421 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (114 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Cloudnight the iron pickaxe (dig speed 35 turns) Cloudnight the iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Changes stats: +1 Str / +4 Dex Changes resistances: +11% nature Changes damage: +3% lightning / +6% physical / +5% nature Life regen: +0.20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 154.60 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 86/400. 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. |
Delesta the iron torque of kinetic psionic shield [power 27] (20 cooldown) Delesta the iron torque of kinetic psionic shield [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +5 Dex / +4 Mag / +2 Cun It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 80] (20 cooldown) elm totem of healing [power 80] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal a target within range 8 (based on Willpower) for 80, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of healing [power 137] (20 cooldown) forceful yew totem of healing [power 137] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 8 (based on Willpower) for 137, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Estrasta the Shalore Paradox Mage level 20
72nd Dusk 122nd year of Ascendancy at 08:34 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Estrasta the Shalore Paradox Mage level 8
2nd Flare 122nd year of Ascendancy at 00:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Estrasta the Shalore Paradox Mage level 23
2nd Allure 123rd year of Ascendancy at 11:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Estrasta the Shalore Paradox Mage level 10
9th Flare 122nd year of Ascendancy at 21:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Estrasta the Shalore Paradox Mage level 20
72nd Dusk 122nd year of Ascendancy at 01:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Estrasta the Shalore Paradox Mage level 17
44th Dusk 122nd year of Ascendancy at 05:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Estrasta the Shalore Paradox Mage level 8
8th Mirth 122nd year of Ascendancy at 16:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Estrasta the Shalore Paradox Mage level 13
18th Dusk 122nd year of Ascendancy at 08:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Estrasta the Shalore Paradox Mage level 23
2nd Allure 123rd year of Ascendancy at 16:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Estrasta the Shalore Paradox Mage level 17
44th Dusk 122nd year of Ascendancy at 05:11 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Estrasta the Shalore Paradox Mage level 26
17th Regrowth 123rd year of Ascendancy at 00:21 see stats
Log
Estrasta is surging arcane power.
Xenorri the quasit is being being removed from the timeline!
Xenorri the quasit stops bleeding.
Xenorri the quasit casts Invoke Darkness.
Xenorri the quasit's spell attains critical power!
Xenorri the quasit hits Estrasta for 463 darkness damage.
Attenuate from Estrasta hits Xenorri the quasit for 117 temporal damage.
Talent Dimensional Step is ready to use.
Estrasta uses Infusion: Wild.
Estrasta lessens the pain.
Estrasta casts Dimensional Step.
Estrasta is out of phase.
Estrasta emerges from a space-time rift!
Estrasta casts Attenuate.
Elven corruptor is being being removed from the timeline!
Elven corruptor casts Timeless.
Elven corruptor survived the attenuation.
The protective shield of Xenorri the quasit disappears.
Xenorri the quasit casts Create Minions.
Attenuate from Estrasta hits Elven corruptor for (90 to bones), 0 temporal (0 total damage).
Attenuate from Estrasta hits Xenorri the quasit for 196 temporal damage.
Aribeth the ogre pounder survived the attenuation.
Aribeth the ogre pounder activates a prepared device.
Talent Induce Anomaly is ready to use.
Estrasta casts Dust to Dust.
Xenorri the quasit casts a protective shield just in time!
Skeleton warrior uses Stunning Blow.
Saving game...
