Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Additional Randart Properties 1.4.9 Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Constitution Viability Buff Addon 1.4.6Constitution now grants: Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Doctornull's Class Pack 1.4.2This 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. Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Gem Chest 1.5.3Extract Gems is now automatically used in the TransmoChest without needing an upgrade. CHANGES IN 1.1 CHANGES IN 1.1.1 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.5.0Official 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:
Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Half-Cost Category Mastery 1.3.1 QuickTome: Resource Tweaks 1.3.1 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 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Inventory Sort Order 1.1.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Draconian |
Class | Archer |
Level / Exp | 36 / 99% |
Size | big |
Lifes / Deaths | Killed by Slingconian at level 19 on the 12nd Dusk 122nd year of Ascendancy at 18:04 4 / 3Killed by Ce'Nuyata the large brown snake at level 36 on the 15th Dusk 122nd year of Ascendancy at 00:58 Killed by Ce'Nuyata the large brown snake at level 36 on the 15th Dusk 122nd year of Ascendancy at 03:30 |
Primary Stats
Strength | 24 (base 15) |
Dexterity | 74 (base 60) |
Constitution | 20 (base 10) |
Magic | 23 (base 10) |
Willpower | 29 (base 10) |
Cunning | 84.6 (base 60) |
Resources
Life | 896/896 |
Mana | 405/405 |
Stamina | 262/262 |
Healing Factor | 1.15 |
Regeneration | 3.2775 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -55% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 8 |
See Stealth | 19 |
See Invisible | 17 |
Offense: Mainhand
Damage | 121 |
Accuracy | 64 |
Crit Chance | 40% |
APR | 3 |
Speed | 0.73 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Acid | +15% |
Darkness | +15% |
Physical | +29% |
Cold | +4% |
Fire | +25% |
Offense: Damage Penetration
Darkness | +15% |
Light | +20% |
Lightning | +15% |
Physical | +8% |
Fire | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 35 (70.376569037657%) |
Defense | 59 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 26 |
Mental Save | 45 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 12%( 70%) |
Physical | + 20%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 10%( 70%) |
Fire | + 62%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 23% |
Confusion Resistance | 61% |
Instadeath Resistance | 100% |
Stun Resistance | 25% |
Poison Resistance | 10% |
Blind Resistance | 48% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Draconian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 30% of the way to your next Rank. You have killed: 23 Uniques 15 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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. | 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 |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | Silesevena the Hellguile (3 def, 3 armour) Silesevena the Hellguile (3 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes resistances: +15% fire Changes resistances penetration: +25% fire Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of dwarven-steel shots of crippling (16/16, 144% power, 3 apr) pouch of dwarven-steel shots of crippling (16/16, 144% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 145% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +10.0% Capacity: 16 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Light source | Hettodil the Cloudpulverizer Hettodil the CloudpulverizerPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +10% light Changes resistances penetration: +15% lightning / +10% light Changes damage: +6% darkness / +9% lightning Damage affinity(heal): +5% darkness Blindness immunity: +48% Confusion immunity: +27% Light radius: +11 Infravision radius: +3 See stealth: +16 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Zerudor the Serpentsage (2 def, 0 armour) Zerudor the Serpentsage (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun / +5 Wil Changes resistances: +19% fire Changes resistances penetration: +5% nature Changes damage: +13% fire Equilibrium when hit: +1.80 Psi when hit: +1.90 Hate when hit: +1.70 Mindpower: +4 (+1 eff.) Talent on hit(nature): Slime Spit (5% chance level 1). Talent on hit(nature): Poisonous Spores (5% chance level 1). A pointy cloth hat, very wizardly... |
On hands | Poradawyn the Gleamjam (0 def, 5 armour) Poradawyn the Gleamjam (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 6 acid / 6 cold Changes stats: +2 Str / +2 Mag / +2 Lck Changes resistances: +6% acid / +6% cold Changes damage: +4% acid / +4% cold Mental save: +6 (+2 eff.) Maximum life: +44.00 Life leech chance: +15% Life leech: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | elm wand of trap destruction 'Stormvagrant' [power 19] (15 cooldown) elm wand of trap destruction 'Stormvagrant' [power 19] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning Changes resistances penetration: +15% darkness Changes damage: +9% darkness / +9% lightning Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
On fingers | mule's copper ring of the mountain (+10%) mule's copper ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +10% physical Changes damage: +10% physical Maximum encumbrance: +21 Rings can have magical properties. |
Around neck | steel amulet 'Betilebeth' steel amulet 'Betilebeth'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: -7% Changes stats: +5 Dex / +2 Mag / +2 Wil / +6 Cun / +5 Con Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Physical save: +18 (+8 eff.) Spell save: +13 (+6 eff.) Mental save: +19 (+6 eff.) Confusion immunity: +12% Life regen: +0.60 Stamina each turn: +0.40 Maximum life: +10.00 Mindpower: +9 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
In main hand | steady cured leather sling of power steady cured leather sling of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +1.0% Changes resistances penetration: +8% physical Changes damage: +11% physical Slings are used to hurl stones or metal shots at your foes. |
Around waist | rough leather belt 'Nerelle' rough leather belt 'Nerelle'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Str / +7 Dex / +4 Cun / +4 Con / +6 Lck Critical mult.: +7.00% Trap disarming bonus: +8 Stealth bonus: +7 Physical save: +6 (+3 eff.) Infravision radius: +4 Life leech chance: +15% Life leech: +10% Size category: +1 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Dexterity 16 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Lisoritha (2 def, 4 armour) Lisoritha (2 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +2 Dex / +4 Wil / +6 Cun Changes resistances: +12% blight / +19% nature / +3% acid Mental save: +10 (+3 eff.) Poison immunity: +10% Life regen: +1.50 Mental crit. chance: +6% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Shinewitch the linen robe (0 def, 0 armour) Shinewitch the linen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +16% acid / +18% fire Changes resistances penetration: +10% light Changes damage: +11% acid / +12% fire / +3% physical Critical mult.: +6.00% Mana each turn: +0.15 Psi each turn: +0.13 Maximum life: +20.00 Combat speed: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 242)healing infusion of the sneak (heal 242) 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 242 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the sneak (46 nature damage, 39% healing reduction)insidious poison infusion of the sneak (46 nature damage, 39% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.17 nature damage per turn for 7 turns, and reducing the target's healing received by 39%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning 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. |
heroism infusion of the duelist (+15 for 10 turns, die at -741) heroism infusion of the duelist (+15 for 10 turns, die at -741)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -741 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
Dawnhunt DawnhuntInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +4 Str Changes resistances: +6% acid / +3% fire / +6% light Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+3 eff.) Amulets can have magical properties. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Sepsisfist SepsisfistPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +2 Mag / +4 Cun / +7 Con Changes resistances: +3% mind / +12% darkness Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Physical save: +7 (+3 eff.) Disease immunity: +5% Knockback immunity: +5% Life regen: +1.30 Stamina each turn: +0.50 Maximum life: +35.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Movement speed: +10% Talent on hit(nature): Acidfire (5% chance level 1). Amulets can have magical properties. |
copper ring 'Eluvena' copper ring 'Eluvena'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +1 Wil Changes resistances: +24% cold Changes damage: +3% blight / +12% cold Critical mult.: +10.00% Blindness immunity: +10% Stun/Freeze immunity: +10% Life regen: +0.70 Mana each turn: +0.16 Maximum life: +49.00 Healing mod.: +11% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of massacre (135% power, 4 apr)dwarven-steel longsword of massacre (135% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace 'Murkbiter' (142% power, 5 apr)stralite mace 'Murkbiter' (142% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 29% chance to corrode armour by 30% Burst (radius 2) on crit: +17 ice When wielded/worn: Armour penetration: +12 Armour: +8 Damage when hit (Melee): 8 light / 4 nature Changes stats: +1 Cun Changes resistances: +6% all Changes resistances penetration: +10% acid / +13% physical / +9% nature / +9% cold Changes damage: +10% physical Life regen: +1.80 Life leech chance: +15% Life leech: +10% Talent on hit(nature): Acidbeam (5% chance level 1). Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ranger's yew longbowranger's yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +5 Dex Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather sling of lightningrough leather sling of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 lightning When wielded/worn: Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of elven-wood arrows of wind (22/22, 154% power, 14 apr)psychokinetic quiver of elven-wood arrows of wind (22/22, 154% power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +33 physical Arrows are used with bows to pierce your foes to death. |
deadly pouch of iron shots (20/20, 120% power, 1 apr) deadly pouch of iron shots (20/20, 120% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 121% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of erosion (20/20, 134% power, 2 apr)deadly pouch of steel shots of erosion (20/20, 134% power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 134% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Damage (Ranged): +8 nature / +9 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Erolemnir (10 def, 17 armour, 100% power, 232.5 block)Erolemnir (10 def, 17 armour, 100% power, 232.5 block) Requires: - Dexterity 35 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +232 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +14 acid When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to cause random gloom Effects when hit in melee: * 16% chance to corrode armour by 30% * 18% chance to cause random gloom Changes stats: +9 Con Changes resistances: +16% acid / +9% darkness / +3% blight Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +3 cold Talents granted: +1 Ward +4 Block Physical save: +15 (+7 eff.) Spell save: +10 (+5 eff.) Disarm immunity: +10% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking stralite shield of resilience (10 def, 2 armour, 100% power, 136.5 block)shocking stralite shield of resilience (10 def, 2 armour, 100% power, 136.5 block) Requires: - Dexterity 35 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 163% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +136 On weapon hit: * 14% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 14 lightning Talent granted: +4 Block Maximum life: +53.00 Handheld deflection devices. |
Islotha (1 def, 2 armour) Islotha (1 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% temporal Changes resistances penetration: +25% arcane / +15% temporal Changes damage: +6% arcane Mental save: +12 (+4 eff.) Maximum life: +24.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Smolderkiller SmolderkillerCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Dex / +2 Wil / +4 Cun Changes resistances: +9% temporal / +6% light / +6% blight / +6% fire / +3% nature Spell save: +10 (+5 eff.) Mental save: +7 (+2 eff.) Maximum life: +45.00 Mental crit. chance: +7% A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 A belt that goes around your waist. |
Mayolaith the linen cloak (6 def, 6 armour) Mayolaith the linen cloak (6 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Armour: +6 Defense: +6 (+2 eff.) Damage when hit (Melee): 16 arcane Changes stats: +2 Cun / +2 Dex Changes resistances: +12% light / +11% fire / +6% arcane / +13% cold Changes damage: +3% arcane Stealth bonus: +6 Spell save: +30 (+14 eff.) Mana each turn: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Glayabeth' (0 def, 3 armour) pair of iron boots 'Glayabeth' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -2% Damage when hit (Melee): 4 physical Changes stats: +2 Str / +1 Cun Reduces incoming crit damage: 5.00% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.40 Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Cuthylen the iron gauntlets (0 def, 5 armour) Cuthylen the iron gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Physical power: +5 (+2 eff.) Armour: +5 Effects on melee hit: * 10 arcane resource burn Changes resistances: +7% blight / +3% mind / +12% lightning Spell save: +10 (+5 eff.) Blindness immunity: +5% Disease immunity: +15% Knockback immunity: +10% Life regen: +1.30 Stamina each turn: +0.80 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
Brightraptor the linen wizard hat (1 def, 0 armour) Brightraptor the linen wizard hat (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 light Changes resistances: +20% light / +3% fire Life regen: +1.90 Mana each turn: +0.13 Equilibrium when hit: +1.00 Psi when hit: +1.00 Hate when hit: +0.90 Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Light radius: +1 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
7 agate 7 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 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. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
112 alchemist agate 112 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Gleamnull GleamnullPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 11 fire Changes resistances: +6% acid / +6% cold / +6% fire Physical save: +10 (+5 eff.) Mental save: +6 (+2 eff.) Disease immunity: +5% Cut immunity: +20% Confusion immunity: +10% Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Light radius: +5 See stealth: +8 See invisible: +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Cyridhedavena' brass lantern 'Cyridhedavena'Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes resistances: +9% blight / +6% cold Physical save: +30 (+12 eff.) Life regen: +1.70 Psi when firing a critical mind attack: +3.00 Maximum life: +45.00 Mindpower: +2 (+1 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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. |
Achievements
By Slingconian the Draconian Archer level 16
1st Flare 122nd year of Ascendancy at 03:28 see stats
By Slingconian the Draconian Archer level 12
77th Pyre 122nd year of Ascendancy at 15:00 see stats
By Slingconian the Draconian Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Slingconian the Draconian Archer level 20
13rd Dusk 122nd year of Ascendancy at 20:54 see stats
By Slingconian the Draconian Archer level 30
14th Dusk 122nd year of Ascendancy at 10:43 see stats
By Slingconian the Draconian Archer level 35
14th Dusk 122nd year of Ascendancy at 22:42 see stats
By Slingconian the Draconian Archer level 14
6th Mirth 122nd year of Ascendancy at 04:40 see stats
By Slingconian the Draconian Archer level 18
8th Dusk 122nd year of Ascendancy at 01:24 see stats
Log
Maim from Slingconian killed War bear!
Slingconian uses Steady Shot.
Ce'Nuyata the large brown snake is no longer maimed.
Slingconian's Intuitive Shots hits Ce'Nuyata the large brown snake for (21 parried), 25 physical (25 total damage).
Piercing Ammunition hits Ce'Nuyata the large brown snake for 12 physical damage.
Slingconian's Steady Shot hits Rattlesnake for 269 physical damage.
Slingconian's Steady Shot killed Rattlesnake!
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Slingconian shoots!
Slingconian uses Infusion: Wild.
Slingconian stops burning.
Slingconian is cured!
Slingconian uses Disengage.
Slingconian is moving at extreme speed!
Talent Called Shots is ready to use.
Talent Infusion: Regeneration is ready to use.
Slingconian hits Ce'Nuyata the large brown snake for 2 lightning, 6 physical, 2 temporal, 1 mind, 2 lightning, 6 physical, 2 temporal, 1 mind (22 total damage).
Ce'Nuyata the large brown snake hits Slingconian for (24 deflected), 81 darkness (81 total damage).
Slingconian the level 36 draconian archer was darkened to death by Ce'Nuyata the large brown snake on level 2 of Old Forest.
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You have 4 life(s) left.
Slingconian deactivates Rapid Shot.
Slingconian slows down.
Slingconian feels pain again.
Slingconian deactivates Intuitive Shots.
Slingconian deactivates Piercing Ammunition.
Slingconian deactivates Trained Reactions.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.