Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Items Vault 1.2.0Donators/Buyers bonus! Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
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. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archmage |
Level / Exp | 13 / 47% |
Size | medium |
Lifes / Deaths | Killed by Adota the snow giant at level 13 on the 14th Dusk 122nd year of Ascendancy at 18:21 / 1 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 18 (base 15) |
Magic | 39 (base 39) |
Willpower | 18 (base 18) |
Cunning | 22 (base 16) |
Resources
Life | -66/286 |
Mana | 134/134 |
Healing Factor | 1.11 |
Regeneration | 2.6085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 26 |
Accuracy | 20 |
Crit Chance | 7% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40.333333333333 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 23.2 |
Crit Chance | 5% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 21 (35%) |
Defense | 18.85 |
Ranged Defense | 18.85 |
Fatigue | 12 |
Physical Save | 28.5 |
Spell Save | 27.975 |
Mental Save | 22.5 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 47.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Shield |
talent | Shielding |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target is on fire, taking 32.73 fire damage per turn. Burning |
Quests
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +15%(-3%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] survivor's brass lantern of healthsurvivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Physical save: +6 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Maximum life: +40.00 Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Physical save: +12 Stun/Freeze immunity: +30% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] steel torque of psychoportation [power 28] (30 cooldown)steel torque of psychoportation [power 28] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] warrior's copper ring of perseverancewarrior's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Changes stats: +2 Str Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +22% Life regen: +0.90 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Rings can have magical properties. |
On fingers | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] rogue's copper ring of perseverancerogue's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +23% Life regen: +1.20 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Rings can have magical properties. |
Around waist | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] blurring rough leather belt of the mysticblurring rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +10 Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Stealth bonus: +6 Mental save: +6 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +3 (-9) Spell crit. chance: +0% (-8%) A belt that goes around your waist. |
In main hand | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Eclipse (18-21.6 power, 4 apr, arcane element)Eclipse (18-21.6 power, 4 apr, arcane element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +18%(-) lightning / -3%(-) physical / -3%(-) light / -3%(-) darkness / +18%(-) fire / +18%(-) cold / +18%(-) arcane / -3%(-) temporal Talents cooldown: Twilight (-1(-) turn) Moonlight Ray (-1(-) turn) Searing Light (-1(-) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.10 (-) N.Energy each turn: +0.10 (-) Spellpower: +12 (-) Spell crit. chance: +8% (-) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] steady rough leather gloves (0 def, 1 armour)steady rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Accuracy: +5 Armour: +1 Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Physical save: +5 Mental save: +5 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] spellwoven woollen robe of light (+16%) (0 def, 0 armour)spellwoven woollen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +16% light Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +11%(+14%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Spell save: +16 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +2 (-10) Spell crit. chance: +2% (-6%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical power: +5 Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +5 (-7) Spell crit. chance: +0% (-8%) Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] starlit steel amuletstarlit steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +12% light / +12% darkness Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Blindness immunity: +20% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Amulets can have magical properties. |
Inventory
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] phase door rune of the wizard (range 9; power 26; dur 4)phase door rune of the wizard (range 9; power 26; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Fatigue: -20% Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Maximum encumbrance: +20 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] stabilizing steel amuletstabilizing steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +12% temporal Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Pinning immunity: +24% Knockback immunity: +20% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Amulets can have magical properties. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Amulets can have magical properties. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Rings can have magical properties. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Rings can have magical properties. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Rings can have magical properties. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] warrior's steel ring of lightning (+22%)warrior's steel ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11%(-7%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Rings can have magical properties. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] rough leather beltThis item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) A belt that goes around your waist. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] 5 agate5 agate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +2 Changes resistances: +2% all Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] opalopal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Fatigue: -4% Changes stats: +2 Str Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] 3 spinel3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +2 Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Physical save: +2 Spell save: +2 Mental save: +2 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] brass lantern of healthThis item will automatically be transmogrified when you leave the level. brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Maximum life: +40.00 Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] bright brass lanternThis item will automatically be transmogrified when you leave the level. bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +5 Changes stats: +5 Lck Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Trap disarming bonus: +5 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] iron torque of charged psionic shield [power 25] (20 cooldown)iron torque of charged psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] quick steel torque of thermal psionic shield [power 23] (16 cooldown)quick steel torque of thermal psionic shield [power 23] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Giloregorek the Blazewedge [power 1] (10 cooldown)Giloregorek the Blazewedge [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +2 Changes resistances: +3% mind Changes resistances penetration: +5% fire Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] natural elm totem of thorny skin [power 15] (20 cooldown)natural elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] 2 amethyst2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +2.0% Changes damage: +0%(-18%) lightning / +0%(+3%) temporal / +0%(+3%) light / +0%(-18%) fire / +4% all / +0%(+3%) physical / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) darkness Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +2% (-6%) Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Rod of AsphyxiationRod of Asphyxiation Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to asphyxiate an unsuspecting target, costing 6 power out of 30/30. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] arcane elm wand of clairvoyance [power 9] (6 cooldown)arcane elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] supercharged ash wand of conjuration [power 199] (14 cooldown)supercharged ash wand of conjuration [power 199] (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) It can be used to fire a bolt of a random element (dam 100-199), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] 4 ametrine4 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +1.0% Changes damage: +0%(-18%) lightning / +0%(+3%) temporal / +0%(+3%) light / +0%(-18%) fire / +2% all / +0%(+3%) physical / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) darkness Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +1% (-7%) Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] 4 citrine4 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] 4 zircon4 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Changes resistances: +1% all Changes damage: +0%(-18%) lightning / +0%(+3%) physical / +0%(+3%) light / +0%(+3%) darkness / +0%(-18%) fire / +0%(-18%) cold / +0%(-18%) arcane / +0%(+3%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (-12) Spell crit. chance: +0% (-8%) When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Galdon the Skeleton Archmage level 10
1st Summertide 122nd year of Ascendancy at 20:07 see stats
By Galdon the Skeleton Archmage level 8
8th Mirth 122nd year of Ascendancy at 14:07 see stats
Log
Galdon hits Mean looking elven guard for 124 fire damage.
Galdon killed Mean looking elven guard!
Resting starts...
Talent Manathrust is ready to use.
Talent Flame is ready to use.
Talent Arcane Eye is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Galdon picks up (z.): amethyst.
You pickup 0.80 gold pieces.
Adota the snow giant casts Mind Disruption.
Ran for 2 turns (stop reason: detrimental status effect).
Galdon wanders around!.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Adota the snow giant casts Flame.
Galdon is on fire!
Adota the snow giant hits Galdon for 78 fire damage.
Galdon is confused and fails to use Re-assemble.
Burning from Adota the snow giant hits Galdon for 26 fire damage.
Adota the snow giant casts Lightning.
Adota the snow giant hits Galdon for 145 lightning damage.
Galdon is confused and fails to use Re-assemble.
Talent Arcane Reconstruction is ready to use.
Burning from Adota the snow giant hits Galdon for 26 fire damage.
Adota the snow giant casts Chain Lightning.
Saving game...