










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. QuickTome: Remove Stat Requirements 1.4.8 Possessor Bonus Class 1.5.4Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. QuickTome: Event Changes 1.3.1 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Demon Seed Details 1.4.6
This 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 37 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Warmaster Gnarg at level 37 on the 34th Regrowth 123rd year of Ascendancy at 23:08 / 2Killed by orc pyromancer at level 37 on the 34th Regrowth 123rd year of Ascendancy at 23:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 41) |
| Dexterity | 68 (base 60) |
| Constitution | 23 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 32 (base 11) |
| Cunning | 56 (base 51) |
Resources
| Life | -179/798 |
| Psi | 122/122 |
| Stamina | 294/294 |
| Equilibrium | 0 |
| Healing Factor | 1.50103626943 |
| Regeneration | 1.1257772020725 |
Speed
| Mental | +13% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 60 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 0.71 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +12% |
| Nature | +12% |
| Physical | +28% |
| Mind | +12% |
| All | +2% |
Offense: Damage Penetration
| Physical | +41% |
Defense: Base
| Armour (hardiness) | 38 (87.811550151976%) |
| Defense | 51 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 30 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 34%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 36%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 10% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases attack speed by 13%. Bullseye |
| beneficial effect | You gain 30% resistance against lightning. Resolve |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+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 Dream Walk (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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's current energy level is: 378. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed faerlhing fang. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed skeleton mage skull. * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Silolena' (6 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +5% ----- def ----- Armour +5 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% Die.at -40.00 life Blind- +20% Pinning- +10% ---------- misc Stam/turn +0.40 Max.stam +31.00 Telepathy Dragon A pair of boots made of leather. |
| Quiver | Runendil the Glareraider (18/18, 44-61.6 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +8 arcane On Hit.r1 +4 arcane +24 light On Crit.r2 +12 light Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hettygen the hardened leather cap (9 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +2.0% Crit.mult +6.00% Phys.pwr +8 (+2 eff.) Melee Ret 20 physical ----- def ----- Armour +7 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +3% Max.HP +20.00 ---------- misc Infravis +3 A cap made of leather. |
| Tool | telekinetic dwarven-steel torque of psychoportation [power 36] (24/30 cooldown)2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Telekinetic Blast Teleport randomly (rad 36) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ulfosus the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Wil dps ---------- Dmg.mod +3% physical Res.pen +15% physical Melee Ret 4 physical ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +12% mind Mind.save +8 (+3 eff.) Rings can have magical properties. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | steady elven-wood longbow of power4.0 T4 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +18% physical Res.pen +26% physical Acc +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | heroic hardened leather gloves of butchering (0 def, 6 armour)1.0 T3 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +6 Resists +8% blight Spell.save +12 (+6 eff.) Mind.save +10 (+4 eff.) Max.HP +45.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) 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. |
| Cloak | wyrmwaxed cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +7% fire +7% cold +7% lightning Phys.save +9 (+3 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +5 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.50 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Inventory
heroism infusion of the duelist (+15 for 9 turns, die at -503)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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 9 turns. While Heroism is active, you will only die when reaching -503 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+9 for 8 turns, die at -519)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. While Heroism is active, you will only die when reaching -519 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+12 for 9 turns, die at -573)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -573 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (530% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (455% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 455% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 391 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 432 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 308 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 15%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 13%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 241.03 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (190 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 190.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
voratun amulet 'Swampblur'0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +17% lightning +18% nature Stun/Frz- +28% Amulets can have magical properties. |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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. |
savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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. |
stralite greatmaul (56.5-84.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Normal] Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
ash longbow 'Lightbright'4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +6% mind Res.pen +15% light Acc +11 (+3 eff.) ----- def ----- Resists +9% mind +3% light ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
stralite mace (39.5-55.3 power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
spellwoven cashmere robe of protection (5 def, 3 armour)2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+1 eff.) Phys.save +15 (+5 eff.) Spell.save +22 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+5 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Armukor the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +8 Con +2 Mag dps ---------- Melee Ret 20 mind ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Light +2 Telepathy Humanoid/Orc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% nature Spell.save +6 (+3 eff.) Max.HP +51.00 Heal.mod +13% A cap made of leather. |
reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Normal] While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
quiver of yew arrows of erosion (19/19, 34.5-48.3 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 34.5 - 48.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +17 nature +8 temporal Arrows are used with bows to pierce your foes to death. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
183 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashtaint (dig speed 11 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +14.00% Phys.pwr +8 (+2 eff.) Res.pen +10% light Apr +6 On Hit (Melee): * 20 arcane resource burn * 30% chance to blind ----- def ----- Resists +21% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Anuran' (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +5 Str dps ---------- Dmg.mod +8% mind +6% fire Apr +10 ----- def ----- Fatigue -4% Resists +3% lightning +3% temporal +12% acid Spell.save +39 (+16 eff.) Mind.save +8 (+3 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 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. |
11 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 228.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of thermal psionic shield [power 27] (24/20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
telekinetic dwarven-steel torque of charged psionic shield [power 63] (24/20 cooldown)2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Glowlash' [power 28] (24/20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +3 Wil dps ---------- Res.pen +5% light ---------- misc See.Invis +3 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Zoppa Dop the Cornac Archer level 33
62nd Haze 122nd year of Ascendancy at 07:06 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Zoppa Dop the Cornac Archer level 33
60th Haze 122nd year of Ascendancy at 11:49 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Zoppa Dop the Cornac Archer level 26
26th Haze 122nd year of Ascendancy at 11:52 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Zoppa Dop the Cornac Archer level 37
28th Regrowth 123rd year of Ascendancy at 01:26 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Zoppa Dop the Cornac Archer level 36
24th Regrowth 123rd year of Ascendancy at 13:08 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Zoppa Dop the Cornac Archer level 24
16th Haze 122nd year of Ascendancy at 02:13 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Zoppa Dop the Cornac Archer level 9
3rd Summertide 122nd year of Ascendancy at 15:06 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Zoppa Dop the Cornac Archer level 35
21st Regrowth 123rd year of Ascendancy at 03:51 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Zoppa Dop the Cornac Archer level 33
2nd Regrowth 123rd year of Ascendancy at 22:41 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zoppa Dop the Cornac Archer level 17
46th Dusk 122nd year of Ascendancy at 02:14 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zoppa Dop the Cornac Archer level 26
32nd Haze 122nd year of Ascendancy at 17:44 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zoppa Dop the Cornac Archer level 20
63rd Dusk 122nd year of Ascendancy at 05:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zoppa Dop the Cornac Archer level 10
7th Dusk 122nd year of Ascendancy at 15:07 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zoppa Dop the Cornac Archer level 20
63rd Dusk 122nd year of Ascendancy at 05:02 see stats
Level 30 (Roguelike)
Got a character to level 30.By Zoppa Dop the Cornac Archer level 30
50th Haze 122nd year of Ascendancy at 14:05 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Zoppa Dop the Cornac Archer level 10
7th Dusk 122nd year of Ascendancy at 15:44 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Zoppa Dop the Cornac Archer level 36
25th Regrowth 123rd year of Ascendancy at 22:24 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Zoppa Dop the Cornac Archer level 25
23rd Haze 122nd year of Ascendancy at 08:35 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Zoppa Dop the Cornac Archer level 35
21st Regrowth 123rd year of Ascendancy at 06:00 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Zoppa Dop the Cornac Archer level 8
3rd Mirth 122nd year of Ascendancy at 15:17 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zoppa Dop the Cornac Archer level 19
58th Dusk 122nd year of Ascendancy at 19:58 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Zoppa Dop the Cornac Archer level 26
38th Haze 122nd year of Ascendancy at 13:31 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zoppa Dop the Cornac Archer level 19
53rd Dusk 122nd year of Ascendancy at 10:49 see stats
Unstoppable (Roguelike)
Returned from the dead.By Zoppa Dop the Cornac Archer level 37
34th Regrowth 123rd year of Ascendancy at 23:08 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Zoppa Dop the Cornac Archer level 32
60th Haze 122nd year of Ascendancy at 02:46 see stats
Log
Orc cryomancer hits Zoppa Dop for 183 cold damage.
Warmaster Gnarg uses Pride of the Orcs.
Warmaster Gnarg speeds up.
Warmaster Gnarg stops being poisoned.
Warmaster Gnarg receives 214 healing from Pride of the Orcs.
Orc pyromancer calms down.
Orc pyromancer casts Fireflash.
Warmaster Gnarg is no longer poisoned.
--------------------------------
Orc fighter rushes out!
Zoppa Dop is invigorated by the attack!
Zoppa Dop's mind surges with critical power!
Zoppa Dop is invigorated by the attack!
Orc fighter slows down.
Orc fighter is poisoned!
Zoppa Dop stops burning.
Zoppa Dop is free from the ice.
Zoppa Dop has recovered!
Talent Pin Down is ready to use.
Talent Steady Shot is ready to use.
Orc fighter hits Zoppa Dop for (36 to ice), 54 physical, (2 to ice), 3 nature, 0 temporal (56 total damage).
Zoppa Dop hits Iceblock for 20 nature, 27 physical, 4 nature (48 total damage).
Orc cryomancer casts Rune: Lightning.
Zoppa Dop is invigorated by the attack!
Orc cryomancer hits Orc fighter for 149 lightning damage.
Orc cryomancer hits Zoppa Dop for 130 lightning damage.
Orc pyromancer casts Flame.
Orc pyromancer roars triumphantly.
Saving game...

























































































































