









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Bastion 1.5.10A complete rework for Bulwark. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Prodigy Tweaks 1.5.5 Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Treant Race 1.1.5Adds in a Treant Race. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Allow Respec Anywhere 1.2.3Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This 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 Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Better Item Description 1.5.10This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Archmage |
Level / Exp | 50 / 60% |
Size | big |
Lifes / Deaths | Killed by HHH at level 36 on the 67th Haze 122nd year of Ascendancy at 19:12 / 1 |
Primary Stats
Strength | 71 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 81 (base 60) |
Magic | 85 (base 60) |
Willpower | 101 (base 60) |
Cunning | 102 (base 60) |
Resources
Life | 3544/3544 |
Mana | 775/775 |
Equilibrium | 20 |
Healing Factor | 1.5243027888446 |
Regeneration | 30.028764940238 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +48.947211972865% |
Spell | 0% |
Global | +270.10498155116% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 10 |
See Stealth | 105.74965531999 |
See Invisible | 127.74965531999 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 51 |
Accuracy | 70 |
Crit Chance | 68% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 97% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Blight | +17% |
Arcane | +40% |
Cold | +23% |
All | +11% |
Lightning | +24% |
Darkness | +32% |
Light | +65% |
Temporal | +19% |
Physical | +17% |
Mind | +44% |
Fire | +18% |
Nature | +23% |
Offense: Damage Penetration
Lightning | +83% |
Light | +40% |
Cold | +66% |
Darkness | +25% |
Arcane | +24% |
Mind | +35% |
All | +10% |
Defense: Base
Armour (hardiness) | 16 (63.720930232558%) |
Defense | 60 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 61 |
Mental Save | 60 |
Defense: Resistances
Cold | + 47%( 70%) |
Darkness | + 47%( 70%) |
Light | + 47%( 70%) |
Temporal | + 47%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 71%( 80%) |
Mind | + 47%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 62% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 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, physical or mental effect and increase affinity for all damage by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1105% over 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.70 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.70 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Uttercold |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Feather Wind |
talent | Tempest |
talent | Arcane Power |
talent | Spellcraft |
talent | Elemental Harmony |
talent | Shielding |
talent | Essence of Speed |
beneficial effect | The mana surge engulfs the target, regenerating 47.51 mana per turn. Surging mana |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 38% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
beneficial effect | The target is surrounded by a magical shield, absorbing 518/518 damage before it crumbles. Damage Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
You failed to protect the lone alchemist from death by Adalenn the red crystal. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by HHH. Escort: lost sun paladin (level 2 of Daikara) | failed |
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 Horned Horror. * 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 fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 368. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed bear paw. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * You returned the Vial of Molten Water to Explorer Merek. | 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 failed to protect her when escorting her out of the crypt. | failed |
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 within13 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Dmg.mod +3% light Res.pen +10% light +25% mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue -3% Resists +3% light +3% mind Phys.save +13 (+4 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Max.enc +25 Mana/turn +0.17 Max.mana +25.00 Light +1 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 T5 lite [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Con ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) Resists +11% blight +9% temporal +10% cold Spell.save +9 (+2 eff.) Mind.save +8 (+2 eff.) Die.at -80.00 life HP.reg +6.50 Def/telep +19 Res/telep +17% Dur/telep +16% ---------- misc Mana/turn +0.08 Mana/s.crit +3.00 Max.mana +60.00 Light +9 See.Stealth +18 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Wil dps ---------- Crit.mult +10.00% Spell.pwr +8 (+2 eff.) Dmg.mod +3% lightning +8% temporal +11% light +6% physical +21% darkness Res.pen +10% lightning +10% all Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+0 eff.) Resists +3% darkness Shield.pwr +12% Phys.save +13 (+4 eff.) HP.reg +4.50 ---------- misc Mana/turn +2.40 Mana/ret +2.50 Max.mana +106.00 Manaflow: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T1 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +6% mind +7% fire Acc +5 (+1 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light +5% arcane Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +14 (+3 eff.) Max.HP +40.00 ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Phys.pwr +25 (+8 eff.) Spell.pwr +21 (+5 eff.) Mind.pwr +36 (+9 eff.) Dmg.mod +6% blight +9% mind +11% all On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% blight Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Heal/summ +40 ---------- misc Psi/ret +0.08 Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 temporal While equipped: Stats +2 Wil dps ---------- Spell.crit +4% Crit.mult +58.00% Spell.pwr +21 (+5 eff.) S.pwr/crit +2 Melee+ 44 fire Dmg.mod +20% light Res.pen +5% arcane On Hit (Melee): * 11% chance to disease ---------- misc Mana/turn +0.24 Vim/s.crit +4.00 Max.mana +123.00 Max.vim +22.00 See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +17% Mind.crit +11% Crit.mult +8.00% Spell.pwr +10 (+2 eff.) Melee+ 11 light Dmg.mod +8% light +12% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +10% light Spell.save +6 (+1 eff.) HP.reg +2.40 ---------- misc Stam/turn +0.90 Mana/turn +0.28 Max.stam +27.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +10 Cun dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +38 (+8 eff.) S.pwr/crit +6 Dmg.mod +18% mind +20% arcane +12% light Res.pen +15% darkness +15% light Melee Ret 8 light On Hit (Melee): * 30% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+1 eff.) Resists +18% mind Silence- +40% ---------- misc Mana/turn +0.25 Hate/m.crit +4.00 Psi/m.crit +4.00 Max.mana +119.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +6 Wil +3 Cun dps ---------- Spell.crit +5% Crit.mult +21.00% Spell.pwr +6 (+2 eff.) Dmg.mod +9% arcane Res.pen +9% arcane +5% light ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +16% cold Crit.dmg- 5.00% Spell.save +7 (+2 eff.) ---------- misc Max.mana +98.00 See.Invis +3 Telepathy Demon/Minor Demon/Major 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 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.30 ---------- misc Stam/turn +0.30 Mana/turn +0.28 Max.mana +21.00 Amulets can have magical properties. |
Inventory
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.69 cold and 23.51 physical damage (based on Willpower) each turn and knocking opponents back. Uses 32 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.60 Stun/Frz- +30% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +8 darkness On Hit: * 20% chance to cause random gloom While equipped: Stats +5 Con dps ---------- Spell.crit +10% Spell.pwr +19 (+4 eff.) Dmg.mod +25% physical +6% mind +3% darkness Res.pen +15% mind On Hit (Melee): * 13% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +13 (+3 eff.) HP.reg +1.30 Heal.mod +14% ---------- misc Mana/turn +0.22 Max.mana +53.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.4 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 263.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+8 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +16 light +8 acid On Hit: * 20% chance to blind While equipped: dps ---------- Spell.crit +4% Spell.pwr +26 (+6 eff.) S.pwr/crit +6 Dmg.mod +25% blight +25% fire +25% darkness +25% acid Res.pen +15% mind ----- def ----- Armour +9 Hardiness +10% Resists +3% acid Phys.save +7 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +61.00 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 60.65 to 72.78 acid damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +4 fire On Crit.r2 +8 acid On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +9% Spell.pwr +19 (+4 eff.) Melee+ 9% confusion Dmg.mod +20% darkness +6% acid Phasing +27% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +14 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Max.mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +12 (+3 eff.) S.pwr/crit +11 Dmg.mod +3% blight +15% temporal Res.pen +5% arcane +10% blight ---------- misc Max.mana +40.00 Max.vim +40.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 51.97 to 62.36 temporal damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil +1 Cun dps ---------- Mind.crit +1% Dmg.mod +7% physical +11% mind +6% temporal Res.pen +6% temporal +10% mind +6% physical ----- def ----- Resists +11% mind Mind.save +3 (+0 eff.) Anom.red +9 ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +10% Mind.crit +3% Phys.pwr +6 (+2 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +3 (+1 eff.) Res.pen +15% darkness ----- def ----- Armour +4 Phys.save +9 (+3 eff.) Spell.save +17 (+4 eff.) Mind.save +17 (+4 eff.) Die.at -60.00 life ---------- misc Mana/turn +0.11 Max.mana +49.00 Max.stam +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +1 Cun +6 Lck dps ---------- Res.pen +15% acid +5% mind ----- def ----- Armour +1 Fatigue +1% Stealth +7 Silence- +22% Confus- +23% Stun/Frz- +22% ---------- misc Hate/m.crit +2.00 Telepathy Dragon A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Res.pen +5% temporal Acc +12 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Resists +3% physical Phys.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +24% Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +3% light +16% fire +3% darkness +6% nature Phys.save +6 (+2 eff.) Mind.save +30 (+7 eff.) Die.at -60.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +8 Mag +5 Wil +7 Con dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +11% arcane Res.pen +10% blight ----- def ----- Armour +3 Defense +2 (+0 eff.) Mind.save +42 (+10 eff.) ---------- misc Max.mana +40.00 Stone Wall: Puts all charms on 43 cooldown Level 1.3 Pwr.cost 43 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 170.02 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
2 black pearl 2 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
hematite hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+7 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+7 eff.) When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+3 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+3 eff.) When used as an alchemist bomb: Additional 20 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+2 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+2 eff.) When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Wil +6 Cun dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +12% blight Melee Ret 15 fire ----- def ----- Resists +7% fire Blind- +38% Confus- +17% ---------- misc Mana/s.crit +3.00 Vim/s.crit +1.00 Light -3 Infravis +6 See.Stealth +11 See.Invis +10 Track: Puts all charms on 22 cooldown Level 6.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 62 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +16 (+4 eff.) Dmg.mod +12% light +12% fire Melee Ret 8 fire ----- def ----- Resists +15% darkness +9% fire Affinity +5% light Mind.save +52 (+13 eff.) ---------- misc Hate/m.crit +5.00 Light +11 See.Stealth +25 See.Invis +20 Sun Flare: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 103.22 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (151 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% temporal +3% fire Res.pen +15% fire +8% all Apr +8 Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal +6% fire Max.HP +49.00 Blind- +30% Confus- +13% ---------- misc Light +10 See.Stealth +16 See.Invis +8 Track: Puts all charms on 22 cooldown Level 6.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 62 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 power out of 334/400 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 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 enormous geode 3 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 tanzanite 6 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Teardrop of the Elder Treant Teardrop of the Elder Treant0.0 misc [Unique] While carried: ----- def ----- Max.HP +50.00 HP.reg +1.00 Heal.mod +10% This marvellous green gem conserves great natural powers. For centuries, it had been kept safe by the Covenant of Winterhill. |
Achievements
By HHH the Superhuman Archmage level 30
43rd Haze 122nd year of Ascendancy at 19:03 see stats
By HHH the Superhuman Archmage level 43
7th Allure 123rd year of Ascendancy at 09:46 see stats
By HHH the Superhuman Archmage level 31
54th Haze 122nd year of Ascendancy at 05:07 see stats
By HHH the Superhuman Archmage level 19
43rd Dusk 122nd year of Ascendancy at 19:29 see stats
By HHH the Superhuman Archmage level 38
67th Haze 122nd year of Ascendancy at 22:21 see stats
By HHH the Superhuman Archmage level 10
74th Pyre 122nd year of Ascendancy at 14:51 see stats
By HHH the Superhuman Archmage level 20
13rd Haze 122nd year of Ascendancy at 14:09 see stats
By HHH the Superhuman Archmage level 30
39th Haze 122nd year of Ascendancy at 22:19 see stats
By HHH the Superhuman Archmage level 40
3rd Decay 122nd year of Ascendancy at 09:08 see stats
By HHH the Superhuman Archmage level 50
5th Regrowth 123rd year of Ascendancy at 13:36 see stats
By HHH the Superhuman Archmage level 32
54th Haze 122nd year of Ascendancy at 14:38 see stats
By HHH the Superhuman Archmage level 3
74th Pyre 122nd year of Ascendancy at 14:51 see stats
By HHH the Superhuman Archmage level 16
22nd Dusk 122nd year of Ascendancy at 07:01 see stats
By HHH the Superhuman Archmage level 39
3rd Decay 122nd year of Ascendancy at 01:07 see stats
By HHH the Superhuman Archmage level 23
32nd Haze 122nd year of Ascendancy at 00:41 see stats
By HHH the Superhuman Archmage level 33
55th Haze 122nd year of Ascendancy at 18:00 see stats
By HHH the Superhuman Archmage level 36
67th Haze 122nd year of Ascendancy at 19:12 see stats
By HHH the Superhuman Archmage level 17
42nd Dusk 122nd year of Ascendancy at 17:23 see stats
By HHH the Superhuman Archmage level 12
77th Pyre 122nd year of Ascendancy at 21:06 see stats
By HHH the Superhuman Archmage level 26
33rd Haze 122nd year of Ascendancy at 21:57 see stats
By HHH the Superhuman Archmage level 21
25th Haze 122nd year of Ascendancy at 17:34 see stats
Log
HHH deactivates Feather Wind.
HHH activates Feather Wind.
HHH activates Feather Wind.
Saving game...
Saving done.
HHH deactivates Tempest.
HHH deactivates Tempest.
HHH deactivates Quicken Spells.
HHH deactivates Quicken Spells.
HHH stops surging mana.
HHH deactivates Arcane Shield.
HHH deactivates Arcane Shield.
HHH deactivates Uttercold.
HHH deactivates Uttercold.
HHH is no longer transformed.
HHH deactivates Spellcraft.
HHH deactivates Spellcraft.
The shield around HHH crumbles.
HHH deactivates Shielding.
HHH deactivates Shielding.
HHH deactivates Elemental Harmony.
HHH deactivates Elemental Harmony.
HHH deactivates Feather Wind.
HHH deactivates Feather Wind.
HHH deactivates Hurricane.
HHH deactivates Hurricane.
HHH deactivates Arcane Power.
HHH deactivates Arcane Power.
HHH deactivates Essence of Speed.
HHH deactivates Essence of Speed.