
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! No-Friendly-Fire Autocast 1.3.1Adds an autocast option that will not cast while friendlies are in range. Nice for twilight surge for Anorithil Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. 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:
Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Custom Equip/Char Screen Image 1.3.0v1.0.0 *** FOR ToME v1.3.1 *** Okay, this was just a whimsy from just disliking having to choose between custom images looking good in the main game or looking good in the equip screen and character screen, but generally not both. This is just a primitive override that allows using a slightly larger image in equipment and character screens. It might just be having a high res screen, but it felt like too dramatic Also adjusts the default layout and size to desquishify non-custom ones in the inventory as well. I think at some point they may have looked like this anyway, but back to filling the space fully. To use: Tested only on 1.3.1 with resolutions from 800x600 to 2200xsomethingsomething, but odds are its pretty backwards compatible for some large range of versions back. Also tested with Marson's UI mod. Worked fine with that too. Superloads: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Improved player targetting 1.2.0Player's targetting improvements. Improved Auto-explore and Rest 1.3.1Quality 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. Steamtech UI 1.0.5 Items Vault 1.3.0Donators/Buyers bonus! Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 14 / 29% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 35 (base 27) |
| Constitution | 14 (base 10) |
| Magic | 55 (base 40) |
| Willpower | 22 (base 12) |
| Cunning | 20 (base 10) |
Resources
| Life | 323/323 |
| Paradox | 302 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 22.929162390214 |
| See Invisible | 22.929162390214 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 40 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 40 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.7 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 32.843043414603 |
| Ranged Defense | 32.843043414603 |
| Fatigue | 0 |
| Physical Save | 23.2 |
| Spell Save | 23.475 |
| Mental Save | 14.7 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
| Stun Resistance | 22% |
| Disarm Resistance | 20% |
| Poison Resistance | 30% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | Tuning Paradox at a rate of -12 per turn. Spacetime Tuning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You have explored the echoing cliffs and destroyed the Huge Dull Crystals. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. 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.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | [vs. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +12% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) (On head)] stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Con Physical save: +12 (+9 eff.) (-) A cap made of leather. |
| On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | [vs. Shard of Crystalized Time (Tool)] Shard of Crystalized TimeShard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +4(-) Wil / +2(-) Con Changes damage: +7%(-) temporal Reduces paradox anomalies(equivalent to willpower): +10 (-) An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | [vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's copper ring of tenacitymarksman's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) (-) Changes stats: +3(-) Dex Disarm immunity: +20% (-) Pinning immunity: +23% (-) Knockback immunity: +21% (-) Maximum life: +21.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] mule's copper ring of sensingmule's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: -5% Changes stats: +0(-3) Dex Maximum encumbrance: +20 Blindness immunity: +21% Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. grounding copper amulet of dexterity (+2) (Around neck)] grounding copper amulet of dexterity (+2)grounding copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Dex Changes resistances: +11%(-) lightning Stun/Freeze immunity: +22% (-) Amulets can have magical properties. |
| In main hand | [vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 2)] thought-forged steel mace of massacre (20.5-28.7 power, 3 apr)thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) Requires: - Magic 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +3 (-) Physical crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: * 10% chance to cause random gloom Damage (Melee): +6(-) mind When wielded/worn: Changes stats: +2(-) Cun / +2(-) Wil Blunt and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 3)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-0.5 - -2.7) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+7) Physical crit. chance: +12.0% (+11.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn / +0(-6) mind Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag / +0(-2) Wil / +0(-2) Cun Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (-) Changes stats: +1(-) Mag / +1(-) Wil Physical save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Eel-skin armour (10 def, 1 armour) (Main armor)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +10 (+5 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +2(-) Dex Poison immunity: +30% (-) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.36 to 97.08 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion of the duelist (heal 104) healing infusion of the duelist (heal 104)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 75) healing infusion of the psychic (heal 75)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 75 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 15%; cure magical, mental) wild infusion (resist 15%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Shielding (on body)] shielding rune of the sneak (absorb 157 for 4 turns)shielding rune of the sneak (absorb 157 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 157(+57) damage for 4(-1) turns. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. grounding copper amulet of dexterity (+2) (Around neck)] SoulstoneSoulstone Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Dex Changes resistances: +10% blight / +0%(-11%) lightning / +10% light / +10% darkness Stun/Freeze immunity: +0% (-22%) Fear immunity: +50% Instant-death immunity: +50% Maximum souls: +3.00 Some of its power lingers, but it is no longer animate. |
[vs. grounding copper amulet of dexterity (+2) (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-2) Dex Changes resistances: +0%(-11%) lightning Stun/Freeze immunity: +0% (-22%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. grounding copper amulet of dexterity (+2) (Around neck)] Toxinworth the steel amuletToxinworth the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3(+1) Dex Changes resistances: +6% nature / +0%(-11%) lightning Stun/Freeze immunity: +0% (-22%) Amulets can have magical properties. |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] copper ring of sensingcopper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Dex Blindness immunity: +21% Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] psionicist's copper ringpsionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Dex / +2 Wil Mental save: +4 (+4 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] titan's copper ring of perseverancetitan's copper ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Dex / +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Stun/Freeze immunity: +20% Knockback immunity: +0% (-21%) Life regen: +0.90 Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 2)] Bill's Tree Trunk (30-51 power, 7 apr)Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Magic 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(+9.5 - +22.3) Uses stat: 130% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (+4) Physical crit. chance: +1.5% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind When wielded/worn: Changes stats: +0(-2) Cun / +0(-2) Wil It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 2)] Emylaith the steel greatsword (34.5-55.2 power, 2 apr)Emylaith the steel greatsword (34.5-55.2 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2(+14.0 - +26.5) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-1) Physical crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind When wielded/worn: Changes stats: +0(-2) Cun / +0(-2) Wil Maximum mana: +60.00 Spell crit. chance: +1% Infravision radius: +1 Massive two-handed swords. Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 2)] balanced iron longsword (12.5-17.5 power, 2 apr)balanced iron longsword (12.5-17.5 power, 2 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5(-8.0 - -11.2) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-1) Physical crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +0(-2) Cun / +0(-2) Wil Disarm immunity: +20% Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 3)] balanced iron dagger (10-13 power, 5 apr)balanced iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(-10.5 - -15.7) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+2) Physical crit. chance: +4.0% (+3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +0(-2) Cun / +0(-2) Wil Disarm immunity: +16% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 3)] Eye of Winter (8-8.8 power, 18 apr, cold damage)Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-12.5 - -19.9) Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Physical crit. chance: +5.0% (+4.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind When wielded/worn: Armour: +10 Changes stats: +0(-2) Cun / +0(-2) Wil Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 2)] elm longbowelm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0(-20.5 - -28.7) Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 125% (+25%) Firing range: +6 On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind When wielded/worn: Changes stats: +0(-2) Cun / +0(-2) Wil Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. thought-forged steel mace of massacre (20.5-28.7 power, 3 apr) (In main hand, 1 of 2)] elm longbow of coldelm longbow of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0(-20.5 - -28.7) Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 125% (+25%) Firing range: +6 On weapon hit: * 0% chance to cause random gloom (-10%) Damage (Melee): +0(-6) mind Damage (Ranged): +6 cold When wielded/worn: Changes stats: +0(-2) Cun / +0(-2) Wil Changes damage: +9% cold Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. quiver of ash arrows of accuracy (18/18, 19-26.6 power, 7 apr) (Second weapon set: Quiver)] quiver of elm arrows of paradox (16/16, 14.5-20.3 power, 5 apr)quiver of elm arrows of paradox (16/16, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3(-4.5 - -6.3) Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-5) Armour Penetration: +5 (-2) Physical crit. chance: +1.0% (-0.5%) Capacity: 16 (-2) On weapon hit: * 6% chance to gain 10% of a turn (+6%) Damage (Ranged): +7 temporal Arrows are used with bows to pierce your foes to death. |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] rough leather armour of resilience (1 def, 2 armour)rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (+1) Defense: +1 (+0 eff.) (-9 (-4 eff.)) Fatigue: +6% (+4%) Changes stats: +0(-3) Cun / +0(-2) Dex Poison immunity: +0% (-30%) Maximum life: +20.00 A suit of armour made of leather. |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] spiked rough leather armour (1 def, 2 armour)spiked rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (+1) Defense: +1 (+0 eff.) (-9 (-4 eff.)) Fatigue: +6% (+4%) Damage when hit (Melee): 11 physical Changes stats: +0(-3) Cun / +0(-2) Dex Poison immunity: +0% (-30%) A suit of armour made of leather. |
[vs. Mighty Girdle (Around waist)] rough leather belt of transcendencerough leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Maximum encumbrance: +0 (-70) Physical save: +6 (+3 eff.) Knockback immunity: +0% (-40%) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
[vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] linen cloak of protection (1 def, 0 armour)linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-1) Mag / +0(-1) Wil Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +5 (+2 eff.) Mental save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] miner's pair of rough leather boots of tirelessness (0 def, 6 armour)miner's pair of rough leather boots of tirelessness (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 (+5) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-1%) Changes stats: +0(-4) Cun Stealth bonus: +0 (-10) Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 Movement speed: +0% (-12%) Shadow Power: +0 (-5) A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] miner's pair of rough leather boots of tirelessness (0 def, 5 armour)miner's pair of rough leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+4) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-1%) Changes stats: +0(-4) Cun Stealth bonus: +0 (-10) Stamina each turn: +0.30 Maximum stamina: +13.00 Infravision radius: +1 Movement speed: +0% (-12%) Shadow Power: +0 (-5) A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] traveler's pair of rough leather boots (0 def, 1 armour)traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: -3% (-5%) Changes stats: +0(-4) Cun Stealth bonus: +0 (-10) Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Movement speed: +0% (-12%) Shadow Power: +0 (-5) A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: -3% (-5%) Changes stats: +0(-4) Cun Stealth bonus: +0 (-10) Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 Movement speed: +0% (-12%) Shadow Power: +0 (-5) A pair of boots made of leather. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +0(-3) Mag / +3 Wil / +2 Cun Changes resistances: +10% fire / +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +5% fire / +0%(-8%) darkness / +0%(-8%) temporal N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 29.99 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] storm rough leather gloves of dexterity (+2) (0 def, 1 armour)storm rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Dex / +0(-3) Mag Changes resistances: +6% lightning / +0%(-8%) temporal / +0%(-8%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +4% lightning / +0%(-8%) temporal / +0%(-8%) darkness N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-1) Healing mod.: +0% (-10%) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 89.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 89.21 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. Shard of Crystalized Time (Tool)] iron pickaxe of endurance (dig speed 37 turns)iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: -4% Changes stats: +3 Str / +0(-4) Wil / +0(-2) Con Changes damage: +0%(-7%) temporal Reduces paradox anomalies(equivalent to willpower): +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. Shard of Crystalized Time (Tool)] elm wand of clairvoyance [power 9] (6 cooldown)elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-4) Wil / +0(-2) Con Changes damage: +0%(-7%) temporal Reduces paradox anomalies(equivalent to willpower): +0 (-10) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Titania the Shalore Temporal Warden level 14
49th Dusk 122nd year of Ascendancy at 15:56 see stats
Level 10 (Roguelike)
Got a character to level 10.By Titania the Shalore Temporal Warden level 10
7th Flare 122nd year of Ascendancy at 18:00 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Titania the Shalore Temporal Warden level 7
10th Mirth 122nd year of Ascendancy at 19:30 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Titania the Shalore Temporal Warden level 10
2nd Dusk 122nd year of Ascendancy at 06:54 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By Titania the Shalore Temporal Warden level 4
79th Pyre 122nd year of Ascendancy at 01:32 see stats
Log
Talent Rune: Shielding is ready to use.
The Mouth uses Call of Amakthel.
Titania is pulled in!
Titania casts Rune: Shielding.
A shield forms around Titania.
Titania retunes the fabric of spacetime.
The Mouth uses Call of Amakthel.
Titania is pulled in!
Titania retunes the fabric of spacetime.
The Mouth uses Call of Amakthel.
Titania is pulled in!
Today is the 52nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Warp Blade is ready to use.
Titania retunes the fabric of spacetime.
Spacetime feels more stable.
The shield around Titania crumbles.
The fabric of time around Titania stabilizes to normal.
The Mouth uses Call of Amakthel.
Titania is pulled in!
Titania retunes the fabric of spacetime.
The Mouth uses Gift of Amakthel.
The Mouth spawns a slimy crawler!
Titania deactivates Contingency.
Titania deactivates Weapon Folding.
