Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Improved player targetting 1.2.0Player's targetting improvements. Merchant on the Map 1.1.0The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Dream Hammer Tweak 1.3.1Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 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. Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Faerie |
| Class | Solipsist |
| Level / Exp | 43 / 43% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 85 (base 39) |
| Dexterity | 82 (base 60) |
| Constitution | 102 (base 60) |
| Magic | 21 (base 10) |
| Willpower | 78 (base 60) |
| Cunning | 86 (base 60) |
Resources
| Life | 651/651 |
| Psi_feedback | 0/120 |
| Stamina | 488/488 |
| Psi | 405/405 |
| Healing Factor | 2.01 |
| Regeneration | 26.2305 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +112.61349853572% |
| Spell | 0% |
| Global | +144.375% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Barehand
| Damage | 76 |
| Accuracy | 73 |
| Crit Chance | 48% |
| APR | 26 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 23.5 |
| Crit Chance | 45% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 56.5 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 64.409575428433 (45%) |
| Defense | 62.913085977404 |
| Ranged Defense | 62.913085977404 |
| Fatigue | 9 |
| Physical Save | 63.115417961161 |
| Spell Save | 61.742345109219 |
| Mental Save | 63.076042961161 |
Defense: Resistances
| All | 21%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Disarm Resistance | 44% |
| Instadeath Resistance | 100% |
| Silence Resistance | 78% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (60% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 150 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (60% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Absorption | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Far fist | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dream Smith | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic Assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Forge Shield |
| talent | Striking Stance |
| talent | Exploit Weakness |
| talent | Kinetic Shield |
| talent | Lucid Dreamer |
| talent | Charged Shield |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +103% Defense: +49 Avoidance of some traps. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
| beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by Zubomina the giant blue ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Lisyvea the carrion worm mass. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 within20 lumberjacks have died. | done |
Equipment
| On feet | pair of voratun boots &039; (0 def, 5 armour) pair of voratun boots &039; (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Silence immunity: +78% Confusion immunity: +91% Stun/Freeze immunity: +77% Stamina each turn: +0.90 Equilibrium when hit: +0.04 Maximum stamina: +30.00 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On hands | Durorelin (0 def, 2 armour) Durorelin (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +7 Str / +2 Mag / +7 Wil / +2 Cun / +7 Con Changes resistances: +7% light / +7% darkness Changes resistances penetration: +15% mind Talent mastery: +0.40 Technique / Grappling Disarm immunity: +44% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +1 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Disarm (20% chance level 3). On weapon hit: * 20% chance to cause random gloom Burst (radius 2) on crit: +21 light / +15 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 39.62 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Yarikaltholeg the drakeskin leather cap (6 def, 13 armour) Yarikaltholeg the drakeskin leather cap (6 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +6 Str / +6 Wil / +4 Cun / +4 Con Changes resistances: +6% all Changes damage: +6% mind Grants telepathy: Humanoid/Orc Physical save: +22 (+1 eff.) Mental save: +12 (+3 eff.) Psi when hit: +0.12 Mindpower: +7 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Shadegasher the voratun pickaxe (dig speed 14 turns) Shadegasher the voratun pickaxe (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +8 Str / +4 Mag / +1 Cun Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Maximum mana: +43.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% See invisible: +9 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.3 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Saloldanor SaloldanorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Dex Changes resistances penetration: +10% blight Mental save: +10 (+2 eff.) Confusion immunity: +25% Life regen: +0.80 Maximum life: +76.00 Healing mod.: +10% Rings can have magical properties. |
| On fingers | gold ring &039; gold ring &039;Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Dex / +5 Wil / +12 Cun Changes resistances: +9% darkness / +3% nature Spell save: +12 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +26% Mindpower: +8 (+3 eff.) Rings can have magical properties. |
| Around neck | (Crucible Item) Arthilach (Crucible Item) ArthilachInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Physical crit. chance: +7.0% Fatigue: -5% Changes stats: +5 Str / +4 Dex / +4 Cun / +7 Con Changes resistances: +12% mind Talent mastery: +0.19 Technique / Unarmed discipline Critical mult.: +25.00% Confusion immunity: +32% Life regen: +0.50 Stamina each turn: +0.50 Infravision radius: +1 Movement speed: +10% Amulets can have magical properties. |
| Main armor | drakeskin leather armour &039; (5 def, 8 armour) drakeskin leather armour &039; (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +12% physical / +9% temporal / +10% cold / +10% nature / +46% fire Spell save: +10 (+0 eff.) Life regen: +10.00 Healing mod.: +17% A suit of armour made of leather. |
| Light source | Guardian& Guardian&Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 53 power out of 60/60) : Effective talent level: 1.2 Power cost: 53 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 54.44 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around waist | drakeskin leather belt &039; drakeskin leather belt &039;Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 blight Changes resistances: +10% acid / +6% blight / +8% fire / +8% cold / +8% lightning Changes resistances penetration: +5% acid Changes damage: +6% acid Critical mult.: +15.00% Life regen: +1.50 Healing mod.: +28% A belt that goes around your waist. |
Inventory
regeneration infusion of the duelist (heal 501 over 5 turns) regeneration infusion of the duelist (heal 501 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (60% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 501 life over 5 turns. 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. |
Belulemira the Blastquake Belulemira the BlastquakeInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes resistances: +13% temporal Changes resistances penetration: +10% lightning Changes damage: +3% nature / +5% physical Critical mult.: +14.00% Pinning immunity: +26% Knockback immunity: +25% Combat speed: +10% Amulets can have magical properties. |
Sparklore SparklorePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Damage (Melee): 5 light / 8 darkness Effects when hit in melee: * 8% chance to inflict damage reduction * 7% chance to blind Changes stats: +6 Con Changes resistances: +6% mind / +9% lightning Changes resistances cap: +4% all Changes resistances penetration: +5% mind Changes damage: +6% mind / +7% light / +7% darkness Physical save: +11 (+0 eff.) Amulets can have magical properties. |
Weepwire the steel amulet Weepwire the steel amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +24% nature / +13% blight Poison immunity: +24% Disease immunity: +24% Cut immunity: +50% Life regen: +1.40 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet &039; steel amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +4 Str Changes resistances: +3% light / +6% temporal Changes resistances cap: +4% all Physical save: +12 (+0 eff.) Spell save: +25 (+1 eff.) Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Eremogorn the Murkminister Eremogorn the MurkministerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -6% Changes stats: +6 Str / +8 Con Changes resistances: +28% darkness Changes resistances penetration: +20% darkness Changes damage: +20% darkness / +6% mind Maximum encumbrance: +26 Rings can have magical properties. |
Flashspitter the gold ring Flashspitter the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% blight / +3% fire / +5% nature / +5% arcane Changes resistances penetration: +10% fire Physical save: +9 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +6 (+2 eff.) Poison immunity: +15% Disease immunity: +10% Life regen: +0.70 Maximum life: +55.00 Healing mod.: +12% Rings can have magical properties. |
Sunnaught the steel ring Sunnaught the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature / +23% fire Changes resistances penetration: +5% darkness Changes damage: +11% nature / +22% fire Rings can have magical properties. |
Morningfoe the vined mindstar (5-5.5 power, 18 apr, mind damage) Morningfoe the vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +3 temporal / +4 cold Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +5% acid / +3% fire / +4% light Changes resistances penetration: +6% acid Changes damage: +6% acid / +7% temporal / +3% darkness / +4% cold / +3% mind Mental save: +4 (+1 eff.) Life regen: +0.70 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mighty Girdle Mighty GirdleCrafted 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. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt &039; hardened leather belt &039;Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Fatigue: -6% Changes stats: +2 Wil Changes damage: +3% arcane Stealth bonus: +6 Maximum encumbrance: +23 Physical save: +10 (+0 eff.) Spell save: +25 (+1 eff.) Mana each turn: +0.04 Mindpower: +4 (+1 eff.) Damage Shield penetration: +10% A belt that goes around your waist. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Xanelle (2 def, 0 armour) Xanelle (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects when hit in melee: * Slows global speed by 5% * 6 arcane resource burn Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +8% lightning / +15% darkness / +9% blight / +8% cold / +15% mind Changes resistances penetration: +10% mind Changes damage: +8% lightning / +8% physical / +12% cold Physical save: +13 (+0 eff.) Spell save: +13 (+1 eff.) Mental save: +26 (+6 eff.) Silence immunity: +5% Stun/Freeze immunity: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Durinik the pair of dwarven-steel boots (0 def, 4 armour) Durinik the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +3% arcane Silence immunity: +57% Confusion immunity: +50% Stun/Freeze immunity: +45% Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots &039; (0 def, 4 armour) pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 16 fire Changes stats: +6 Mag Changes resistances: +10% fire / +7% cold Changes resistances penetration: +5% fire Spell save: +6 (+0 eff.) Lowers spell cool-downs by: 20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 226.20 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 cold Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightbrace (0 def, 5 armour) Brightbrace (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +21 (+5 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 fire Changes stats: +13 Str / +12 Wil / +8 Con Changes resistances: +22% physical / +6% nature / +12% mind Physical save: +23 (+1 eff.) A cap made of leather. |
Dagegabar (0 def, 7 armour) Dagegabar (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +7 Fatigue: +4% Changes stats: +5 Str / +8 Wil Changes resistances: +11% blight / +9% physical Changes damage: +12% acid Physical save: +7 (+0 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +15% Stun/Freeze immunity: +15% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerarin (3 def, 0 armour) Nerarin (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +10 Cun / +11 Wil Changes resistances penetration: +5% acid / +10% mind Changes damage: +12% mind Life regen: +4.70 Mindpower: +9 (+3 eff.) Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+0 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yarolen (4 def, 4 armour) Yarolen (4 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +4% Changes stats: +8 Str / +9 Dex / +3 Wil / +5 Cun / +1 Con Changes resistances: -25% light / +6% blight Disease immunity: +10% Teleport immunity: +10% Life regen: +3.00 Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Betenor the Soottrail (5 def, 10 armour) Betenor the Soottrail (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +20 (+5 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +8 Str / +2 Dex / +8 Mag / +16 Wil / +8 Cun / +3 Con Changes resistances: +19% lightning / +24% cold Changes resistances penetration: +10% darkness Mental save: +25 (+6 eff.) Spellpower: +25 (+12 eff.) Spell crit. chance: +7% Mindpower: +21 (+6 eff.) Mental crit. chance: +7% Healing mod.: +15% A suit of armour made of mail. |
Branatokhad the Bogedge (2 def, 4 armour) Branatokhad the Bogedge (2 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Cun / +4 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% nature Mental save: +13 (+3 eff.) Life regen: +1.60 Maximum life: +75.00 Healing mod.: +10% A suit of armour made of leather. |
Eluvea (10 def, 7 armour) Eluvea (10 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +27% fire Changes resistances penetration: +10% arcane Changes damage: +6% blight Life regen: +8.30 Vim when firing critical spell: +4.00 Spell crit. chance: +2% Movement speed: +20% Healing mod.: +18% A suit of armour made of leather. |
Glarelace the drakeskin leather armour (5 def, 8 armour) Glarelace the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +4 Str / +9 Dex / +8 Mag / +14 Wil / +6 Cun Changes resistances: +33% blight / +23% darkness / +5% arcane Changes damage: +15% light Life regen: +4.00 Maximum life: +100.00 Light radius: +2 Healing mod.: +20% A suit of armour made of leather. |
Nature& Nature&Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+1 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Xyda (2 def, 4 armour) Xyda (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to disease Changes stats: +4 Cun / +3 Wil Changes resistances: +15% acid / +3% blight Changes damage: +3% blight / +3% temporal Mental save: +11 (+3 eff.) Life regen: +4.80 Healing mod.: +14% A suit of armour made of leather. |
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. |
3 opal 3 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/2) Rod of Recall (1/2)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 178 power out of 281/400. 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Salaba [power 333] (10 cooldown) Salaba [power 333] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Str Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Reduces incoming crit damage: 15.00% Life regen: +0.60 Spell crit. chance: +1% It can be used to fire a blast of psionic energies in a range 9 beam (dam 166-333), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
elven-wood wand of firewall &039; [power 265] (6 cooldown) elven-wood wand of firewall &039; [power 265] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Wil Changes resistances: +9% acid Talent granted: +3 Strike Reduces incoming crit damage: 15.00% Light radius: +2 It can be used to creates a wall of flames lasting for 4 turns (dam 265 overall), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 zircon 2 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. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Amelia the Faerie Solipsist level 9
9th Mirth 122nd year of Ascendancy at 18:31 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Amelia the Faerie Solipsist level 36
64th Dusk 122nd year of Ascendancy at 00:18 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Amelia the Faerie Solipsist level 41
65th Dusk 122nd year of Ascendancy at 21:40 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Amelia the Faerie Solipsist level 21
29th Dusk 122nd year of Ascendancy at 21:51 see stats
Home sweet home (Madness (Roguelike) difficulty)
68th Dusk 122nd year of Ascendancy at 03:30 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Amelia the Faerie Solipsist level 10
2nd Flare 122nd year of Ascendancy at 21:06 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Amelia the Faerie Solipsist level 20
29th Dusk 122nd year of Ascendancy at 07:06 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Amelia the Faerie Solipsist level 30
35th Dusk 122nd year of Ascendancy at 11:00 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Amelia the Faerie Solipsist level 40
65th Dusk 122nd year of Ascendancy at 15:53 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Amelia the Faerie Solipsist level 41
65th Dusk 122nd year of Ascendancy at 21:40 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Amelia the Faerie Solipsist level 23
31st Dusk 122nd year of Ascendancy at 05:45 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Amelia the Faerie Solipsist level 11
3rd Flare 122nd year of Ascendancy at 02:15 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Amelia the Faerie Solipsist level 15
23rd Dusk 122nd year of Ascendancy at 08:32 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Amelia the Faerie Solipsist level 26
34th Dusk 122nd year of Ascendancy at 11:35 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Amelia the Faerie Solipsist level 15
10th Dusk 122nd year of Ascendancy at 07:26 see stats
Log
You gain 1.04 gold from the transmogrification of teleportation rune of the titan (range 130).
You gain 0.55 gold from the transmogrification of teleportation rune (range 37).
You gain 1.65 gold from the transmogrification of shielding rune of the warrior (absorb 290 for 4 turns).
You gain 1.09 gold from the transmogrification of manasurge rune of the titan (1075% regen over 10 turns; 54 instant mana).
You gain 1.00 gold from the transmogrification of wild infusion (resist 10%; cure magical).
You gain 2.26 gold from the transmogrification of insidious poison infusion of the duelist (42 nature damage, 27% healing reduction).
There is a teleportation circle to the surface here (press &039; or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Ran for 3 turns (stop reason: interesting character).
Saving done.
You place down the Arthilach on the altar.
You place down the Dagychak the gold amulet on the altar.
You place down the Belulemira the Blastquake on the altar.
You pick up Belulemira the Blastquake from the altar.
You pick up faceted gold amulet from the altar.
Amelia wears: (Crucible Item) Arthilach.
Amelia deactivates Forge Shield.
Amelia deactivates Exploit Weakness.
Amelia deactivates Striking Stance.
Amelia deactivates Lucid Dreamer.
Amelia deactivates Kinetic Shield.
Amelia deactivates Charged Shield.
