











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
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 Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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 1.5.10Adds 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! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. 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: Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Treant Race 1.1.5Adds in a Treant Race. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Tomes 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 1.6.0This 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 1.6.0Donators/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. 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. 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 Select your Escorts 1.6.0Allows 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. Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. 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. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Better Item Description 1.6.6This 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 Bonus Escorts 1.3.1Adds Wilder and Psion escorts. 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 | Nightmare Exploration |
Sex | Male |
Race | Dark Faerie |
Class | Archmage |
Level / Exp | 50 / 406% |
Size | small |
Lifes / Deaths | Killed by Ioose the giant at level 14 on the 2nd Flare 122nd year of Ascendancy at 01:04 / 1 |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 79 (base 60) |
Constitution | 63 (base 60) |
Magic | 99 (base 60) |
Willpower | 94 (base 60) |
Cunning | 87 (base 60) |
Resources
Mana | 792/792 |
Equilibrium | 0 |
Life | 461/461 |
Stamina | 447/447 |
Psi | 370/370 |
Healing Factor | 1.5012017167382 |
Regeneration | 45.113075126675 |
Speed
Mental | +93.851607853353% |
Attack | 0% |
Movement | 0% |
Spell | +168.14348103708% |
Global | +185.0046875% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 12 |
See Stealth | 137.37532711392 |
See Invisible | 193.76454847041 |
Stealth | 80.838196041938 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 82 |
Accuracy | 54 |
Crit Chance | 79% |
APR | 47 |
Speed | 0.52 |
Offense: Spell
Spellpower | 112 |
Crit Chance | 100% |
Speed | 0.37293466771311 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Acid | +176% |
Blight | +154% |
Arcane | +171% |
Cold | +141% |
All | +126% |
Lightning | +196% |
Light | +147% |
Darkness | +194% |
Fire | +201% |
Mind | +138% |
Offense: Damage Penetration
Lightning | +127% |
Nature | +40% |
Acid | +60% |
Blight | +40% |
Arcane | +40% |
Fire | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 28.180373900661 (85.329153605016%) |
Defense | 91 |
Ranged Defense | 98 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 73 |
Mental Save | 73 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 37%( 76%) |
Arcane | + 70%( 70%) |
Cold | + 32%( 70%) |
All | + 28%( 70%) |
Darkness | + 55%( 76%) |
Light | + 61%( 70%) |
Temporal | + 37%( 70%) |
Fire | + 34%( 70%) |
Lightning | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 73% |
Instadeath Resistance | 100% |
Confusion Resistance | 80% |
Inscriptions (5/5)
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1474 damage for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (37% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2244% for 10 turns (862 total) and instantly restoring 112 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 595 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 2.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 2.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Solipsism | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 4.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Assault | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 3.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 2.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 2.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 2.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 2.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Dark-faerie | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 2.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Stealth |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Arcane Power |
talent | Disruption Shield |
talent | Shielding |
talent | Hurricane |
talent | Shadow Feed |
talent | Quicken Spells |
talent | Essence of Speed |
talent | Yarrrr!! |
talent | Spellcraft |
talent | Feather Wind |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 15.8 and stamina regeneration by 4.1. Soothing Darkness |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +149% Combat Speed: +74% All Damage: +126% |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+55% global speed). Clarity |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. * Return to the Bazaar and visit Pidro Vales at his home in the southern end of town. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 2420. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 giant spider spinneret. * You've found the needed chunk of ghoul flesh. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. * You've found the needed vial of fire wyrm saliva. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +4 Mag +6 Wil +6 Cun dps ---------- Phys.crit +9.4% Phys.pwr +35 (+9 eff.) Spell.pwr +35 (+6 eff.) ----- def ----- Armour +5 Phys.save +15 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +14 (+3 eff.) ---------- misc Mana/turn +0.28 Mana/s.crit +2.35 Max.mana +100.00 A pair of boots made of leather. |
Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.pwr +30 (+5 eff.) ----- def ----- Resists +12% blight +12% darkness Res.Cap +6% blight +6% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% light +18% lightning Melee Ret 2 lightning ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +34% light +5% arcane A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Cun +4 Wil dps ---------- Dmg.mod +12% mind Res.pen +20% fire ----- def ----- Resists +3% fire +5% arcane +6% cold Sting an enemy dealing 529 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 6 cooldown 100% to reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +8 Wil +4 Con dps ---------- Res.pen +25% lightning +20% acid Melee Ret 6 lightning ----- def ----- Max.HP +57.00 HP.reg +10.00 Heal.mod +16% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +30 (+6 eff.) Dmg.mod +13% darkness +30% arcane ----- def ----- Resists +26% darkness ---------- misc Max.mana +100.00 Max.hate +4.00 Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +2 Dex +6 Wil +6 Cun +2 Con dps ---------- Dmg.mod +27% lightning Res.pen +20% lightning +15% acid Against +30% Summoned ----- def ----- Resists +6% acid +12% lightning D.Red.from +31% Summoned A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +40 (+7 eff.) Melee+ 42 arcane Dmg.mod +30% lightning ---------- misc Mana/turn +0.44 Max.mana +116.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 12 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Str +4 Mag dps ---------- Phys.pwr +19 (+5 eff.) Res.pen +15% arcane Melee Ret 8 arcane 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +3 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +19 (+3 eff.) ----- def ----- Resists +13% all ---------- misc Mana/turn +0.14 Max.mana +67.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Dex +5 Mag +8 Wil +4 Cun ----- def ----- Defense +3 (+1 eff.) Resists +6% arcane ---------- misc Mana/s.crit +2.42 Vim/s.crit +2.42 Hate/m.crit +6.04 Max.mana +100.00 Max.psi +60.42 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 [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% light Melee Ret 4 light On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Resists +6% light +12% temporal Phys.save +11 (+0 eff.) Max.HP +56.00 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Inventory
![]() 0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (37% of a turn) Is a spell Description: Inflicts 1189.25 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% light +5% mind ----- def ----- Fatigue -6% Resists +3% acid +3% cold +6% nature +9% light HP.reg +2.00 ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +10% light Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Resists +22% lightning +9% light +3% mind ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +10 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +15.00% Spell.pwr +20 (+4 eff.) Melee+ 15 arcane 17 fire Dmg.mod +15% lightning +3% blight +15% fire +15% arcane +15% cold Res.pen +15% blight +15% nature ---------- misc Max.mana +20.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil +8 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% lightning +15% fire ----- def ----- Resists +6% fire Crit.dmg- 15.00% ---------- misc Mana/turn +0.29 Max.mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +20 (+4 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T2 shield armor [Unique] Nature When used to Attack: Power 124% Range: 1.4x Uses 40% Wil, 150% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all Spell.save +17 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) Res.pen +10% arcane Phasing +20% Melee Ret 4 arcane ----- def ----- Phys.save +6 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +13% cold Spell.save +7 (+0 eff.) Mind.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Armour +1 Resists +9% blight +3% fire Silence- +24% Confus- +23% Stun/Frz- +23% A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +4 Mag +4 Wil dps ---------- Spell.crit +3% Mind.crit +3% Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Armour +4 Fatigue +3% Silence- +22% Confus- +26% Stun/Frz- +25% ---------- misc Stam/turn +0.70 Mana/turn +0.38 Max.mana +31.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+4 eff.) ----- def ----- Armour +2 Defense +10 (+2 eff.) Resists +3% blight +3% physical +6% fire Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 hematite 2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
malachite 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: Nature Gems can be sold for money or used in arcane rituals. |
2 small geode 2 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: Mind 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: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+4 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
geode geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light 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 (+6 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+6 eff.) When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
enormous geode 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: Mind 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 12 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 32 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 misc [Unique] Read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 79 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By ZZZt the Dark Faerie Archmage level 21
20th Dusk 122nd year of Ascendancy at 17:26 see stats
By ZZZt the Dark Faerie Archmage level 48
63rd Pyre 123rd year of Ascendancy at 09:46 see stats
By ZZZt the Dark Faerie Archmage level 50
4th Mirth 123rd year of Ascendancy at 06:30 see stats
By ZZZt the Dark Faerie Archmage level 22
65th Dusk 122nd year of Ascendancy at 21:00 see stats
By ZZZt the Dark Faerie Archmage level 48
61st Pyre 123rd year of Ascendancy at 04:37 see stats
By ZZZt the Dark Faerie Archmage level 38
6th Regrowth 123rd year of Ascendancy at 07:13 see stats
By ZZZt the Dark Faerie Archmage level 36
58th Haze 122nd year of Ascendancy at 22:14 see stats
By ZZZt the Dark Faerie Archmage level 28
28th Haze 122nd year of Ascendancy at 12:48 see stats
By ZZZt the Dark Faerie Archmage level 21
20th Dusk 122nd year of Ascendancy at 16:52 see stats
By ZZZt the Dark Faerie Archmage level 48
57th Pyre 123rd year of Ascendancy at 13:21 see stats
By ZZZt the Dark Faerie Archmage level 10
74th Pyre 122nd year of Ascendancy at 19:39 see stats
By ZZZt the Dark Faerie Archmage level 20
19th Dusk 122nd year of Ascendancy at 00:09 see stats
By ZZZt the Dark Faerie Archmage level 30
42nd Haze 122nd year of Ascendancy at 11:20 see stats
By ZZZt the Dark Faerie Archmage level 40
23rd Regrowth 123rd year of Ascendancy at 16:17 see stats
By ZZZt the Dark Faerie Archmage level 50
64th Pyre 123rd year of Ascendancy at 14:27 see stats
By ZZZt the Dark Faerie Archmage level 50
3rd Mirth 123rd year of Ascendancy at 21:04 see stats
By ZZZt the Dark Faerie Archmage level 22
53rd Dusk 122nd year of Ascendancy at 21:14 see stats
By ZZZt the Dark Faerie Archmage level 24
26th Haze 122nd year of Ascendancy at 10:00 see stats
By ZZZt the Dark Faerie Archmage level 14
13rd Dusk 122nd year of Ascendancy at 22:53 see stats
By ZZZt the Dark Faerie Archmage level 21
20th Dusk 122nd year of Ascendancy at 17:26 see stats
By ZZZt the Dark Faerie Archmage level 33
48th Haze 122nd year of Ascendancy at 14:06 see stats
By ZZZt the Dark Faerie Archmage level 31
43rd Haze 122nd year of Ascendancy at 14:58 see stats
By ZZZt the Dark Faerie Archmage level 36
76th Haze 122nd year of Ascendancy at 10:18 see stats
By ZZZt the Dark Faerie Archmage level 30
42nd Haze 122nd year of Ascendancy at 22:35 see stats
By ZZZt the Dark Faerie Archmage level 19
17th Dusk 122nd year of Ascendancy at 18:51 see stats
Log
You gain 22.91 gold from the transmogrification of Radhugorn.
You gain 16.55 gold from the transmogrification of Galablek the steel ring.
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 34%; physical; dur 4; cd 11).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.
ZZZt deactivates Keen Senses.
ZZZt deactivates Stealth.
ZZZt deactivates Through The Crowd.
ZZZt deactivates Arcane Shield.
ZZZt deactivates Shielding.
ZZZt deactivates Essence of Speed.
ZZZt deactivates Tempest.
ZZZt deactivates Arcane Power.
ZZZt deactivates Shadow Feed.
ZZZt deactivates Feather Wind.
ZZZt deactivates Spellcraft.
ZZZt deactivates Thunderstorm.
The furious lightning storm around ZZZt calms down and disappears.
ZZZt deactivates Stone Skin.
ZZZt deactivates Quicken Spells.
ZZZt deactivates Hurricane.
ZZZt deactivates Disruption Shield.
ZZZt deactivates Yarrrr!!.