Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Allow Respec Anywhere 1.2.3Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Subterfuge 1.2.5Adds the Cunning/Subterfuge tree for rogues. Primarily defensive tree based around stealth. 0.2 - Added icons for the abilities (Just repurposed vanilla for now), added sound to make Honed Reflexes triggering more obvious. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! New Gem Types 1.2.5Adds 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! Items Vault 1.3.0Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.5Bite-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. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. 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. Steamtech UI 1.1.4 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Hero |
Level / Exp | 35 / 90% |
Size | big |
Lifes / Deaths | Killed by Shadow of Ursonral the dwarf at level 17 on the 41st Dusk 122nd year of Ascendancy at 04:48 / 6Killed by Jamwinc the halfling at level 17 on the 41st Dusk 122nd year of Ascendancy at 06:13 Killed by Shadow of Ursonral the dwarf at level 18 on the 41st Dusk 122nd year of Ascendancy at 07:39 Killed by Ursonral the dwarf at level 18 on the 41st Dusk 122nd year of Ascendancy at 08:47 Killed by Layaldann the blue ooze at level 28 on the 51st Dusk 122nd year of Ascendancy at 04:04 Killed by Arada the cutpurse at level 32 on the 52nd Dusk 122nd year of Ascendancy at 00:35 |
Primary Stats
Strength | 66 (base 9) |
Dexterity | 21 (base 9) |
Constitution | 26 (base 10) |
Magic | 73 (base 49) |
Willpower | 59 (base 33) |
Cunning | 66 (base 57) |
Resources
Mana | 695/695 |
Psi | 139/139 |
Life | 1031/1031 |
Positive | 31/152 |
Stamina | 266/278 |
Healing Factor | 1.42 |
Regeneration | 3.479 |
Speed
Mental | +5.685259586765% |
Attack | 0% |
Movement | 0% |
Spell | +5.685259586765% |
Global | +100% |
Vision
Sight | 10 |
Lite | -994 |
Infravision | 1 |
See Invisible | 6 |
Stealth | 46.567654559629 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 52 |
Accuracy | 57 |
Crit Chance | 48% |
APR | 9 |
Speed | 0.95 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 64.856972345037 |
Crit Chance | 38% |
Speed | 0.94620574705503 |
Offense: Mind
Mindpower | 43.566666666667 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 21.425 |
Ranged Defense | 22.425 |
Fatigue | 0 |
Physical Save | 50.483333333333 |
Spell Save | 58.87967151186 |
Mental Save | 41.666666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 42% |
Bleed Resistance | 10% |
Confusion Resistance | 5% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 5% |
Inscriptions (2/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (95% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Cunning / Shadow magic | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Augmentation |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Lisalewen the blue crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | 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 Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Psionic focus | Tarrykhad (31-46.5 power, 2 apr) Tarrykhad (31-46.5 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 Base power: 31.0 - 46.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 blight When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Reduces incoming crit damage: 5.00% Poison immunity: +10% Disease immunity: +5% Disarm immunity: +18% Confusion immunity: +5% Massive two-handed battleaxes. |
On hands | Boltwrither (0 def, 1 armour) Boltwrither (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Effects on melee hit: * 40% chance to daze Damage (Melee): 7 lightning Damage when hit (Melee): 4 lightning Changes stats: +2 Con Changes resistances: +12% lightning Changes damage: +4% lightning Critical mult.: +7.00% Physical save: +12 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +24% Spell crit. chance: +6% Mental crit. chance: +7% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (116 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Arcpride the rough leather cap (0 def, 1 armour) Arcpride the rough leather cap (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con / +2 Mag Changes resistances: +27% lightning / +7% temporal / +6% cold / +6% nature / +7% fire Spell save: +4 (+1 eff.) Maximum life: +50.00 See invisible: +6 Healing mod.: +12% A cap made of leather. |
On feet | pair of rough leather boots 'Prismbane' (0 def, 1 armour) pair of rough leather boots 'Prismbane' (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to blind Changes stats: +3 Mag / +2 Wil Changes resistances: +3% light Changes resistances penetration: +10% light / +5% fire Changes damage: +9% light Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 68 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature / 12 blight Changes stats: +3 Dex / +4 Mag / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +5% blight Changes damage: +6% blight Spell save: +8 (+2 eff.) Maximum stamina: +14.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | restful copper amulet of willpower (+3) restful copper amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil Life regen: +1.30 Amulets can have magical properties. |
In main hand | Mayetha the yew starstaff (20-24 power, 4 apr, physical damage) Mayetha the yew starstaff (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Changes stats: +2 Dex / +2 Wil Changes resistances: +6% blight / +3% acid Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +9 (+3 eff.) Spell save: +20 (+5 eff.) Mana each turn: +0.21 Spellpower: +41 (+10 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | Balarim the rough leather belt Balarim the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Mag Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | Gemina the iron buckler Gemina the iron bucklerRequires: - Strength 10 - Dexterity 10 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / buckler ; tier 1 When wielded/worn: Physical crit. chance: +1.5% Armour: +10 Defense: +6 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes stats: +1 Cun / +4 Con Changes resistances: +9% darkness / +11% physical Grants telepathy: Dragon Talent granted: +1 Guard Physical save: +6 (+2 eff.) Cut immunity: +10% Knockback immunity: +5% Teleport immunity: +10% Small handheld shield used for deflecting blows and misdirecting opponents. |
Cloak | Balyrim the linen cloak (1 def, 0 armour) Balyrim the linen cloak (1 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Mag / +5 Wil / +4 Cun / +2 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Maximum mana: +44.00 Spellpower: +4 (+1 eff.) Mental crit. chance: +5% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dredunanik (0 def, 0 armour) Dredunanik (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +11% blight Changes damage: +11% blight / +9% mind Mana each turn: +0.12 Psi each turn: +0.13 Heals friendly targets nearby when you use a nature summon: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
predatory infusion of the warrior (199 crippling poison (28.49/turn); +7% damage to dragon) predatory infusion of the warrior (199 crippling poison (28.49/turn); +7% damage to dragon)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 11 around you. In addition, for the duration (10 turns): - You gain infravision out to range 10. - You deal +7% extra damage to chosen prey (creatures of type dragon). - Your attacks are have a 41% chance to inflict a crippling poison. The poison inflicts 30.77 nature damage per turn for 7 turns (215.39 total), and each time a poisoned creature tries to use a talent, it will have a 25% chance to fail and lose a turn. Using this infusion never breaks Stealth. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 23%; cure mental) wild infusion of the warrior (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
manasurge rune of the wizard (979% regen over 10 turns; 49 instant mana) manasurge rune of the wizard (979% regen over 10 turns; 49 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (95% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 979% over 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
rogue's copper ring of the mind (+11%) rogue's copper ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
iron battleaxe of massacre (22.5-33.75 power, 1 apr) iron battleaxe of massacre (22.5-33.75 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 10% Mag, 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 173.87 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Wil, 55% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Baroddastir (41-61.5 power, 2 apr) Baroddastir (41-61.5 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 111% Damage (Melee): +16 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +7 Physical crit. chance: +10.0% Changes stats: +2 Dex Changes resistances: +6% mind / +3% light Critical mult.: +25.00% Knockback immunity: +5% Teleport immunity: +10% Mindpower: +2 (+1 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
acidic iron greatsword (14.5-23.2 power, 1 apr) acidic iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed swords. |
Ce'Nima the iron mace (13-18.2 power, 2 apr) Ce'Nima the iron mace (13-18.2 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane Mental save: +3 (+1 eff.) Disarm immunity: +21% Maximum hate: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Blunt and deadly. |
iron mace 'Issoldir' (14-19.6 power, 2 apr) iron mace 'Issoldir' (14-19.6 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex Critical mult.: +10.00% Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Blunt and deadly. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+3 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 170.26 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 225.52 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Kagaran (20.5-26.65 power, 2 apr) Kagaran (20.5-26.65 power, 2 apr)Requires: - Strength 10 - Dexterity 10 Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 1 Base power: 20.5 - 26.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes stats: +3 Dex / +1 Cun Reduces incoming crit damage: 5.00% Blindness immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +5% A light sword. |
long iron spear of massacre (19-26.6 power, 4 apr) long iron spear of massacre (19-26.6 power, 4 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 3 A spear. |
Givena the Darkraptor (20-24 power, 4 apr, physical damage) Givena the Darkraptor (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +18.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +5% arcane Changes damage: +20% arcane / +3% darkness Talent granted: +1 Command Staff Critical mult.: +23.00% Physical save: +11 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +16 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness damage) Kor's Fall (10-12 power, 0 apr, darkness damage)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 168.78 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Glorylratta (18.5-24.05 power, 4 apr) Glorylratta (18.5-24.05 power, 4 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 18.5 - 24.1 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% acc reduction chance / acc (3 acc 31 max 3 dur) Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * maims the target Burst (radius 1) on hit: +12 temporal When wielded/worn: Physical crit. chance: +7.0% Armour Hardiness: +8% Defense: +15 (+8 eff.) Fatigue: -2% Changes stats: +2 Dex Changes resistances: +16% lightning / +8% physical Physical save: +17 (+6 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 It can be used to activate talent Hack'n'Back, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You hit your target, doing 99% damage, distracting it while you jump back 4 squares away. A small blade with many notches along its edge. |
Shadow Defender (10-13 power, 5 apr) Shadow Defender (10-13 power, 5 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 10.0 - 13.0 Uses stat: Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% disarm chance / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +30 darkness / +30 % blind chance When wielded/worn: Changes damage: +10% darkness Talent cooldown: Shadow Leash (-8 turns) This swordbreaker has enchanted to call upon the wielder's own shadow to help protect it. |
coral trident of massacre (23.5-37.6 power, 6 apr) coral trident of massacre (23.5-37.6 power, 6 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Relgylin (23-32.2 power, 4 apr) Relgylin (23-32.2 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc Armour Penetration: +4 Physical crit. chance: +7.5% Attack speed: 125% Damage (Melee): +8 darkness Burst (radius 2) on crit: +4 physical Damage against: +11% Living When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +4 (+1 eff.) Changes stats: +9 Dex Changes damage: +12% physical Life regen: +0.20 Maximum life: +30.00 One-handed war axes. |
insidious iron waraxe (11.5-16.1 power, 2 apr) insidious iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 insidious poison One-handed war axes. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness A belt that goes around your waist. |
iron buckler of radiance iron buckler of radianceRequires: - Dexterity 10 - Strength 10 Powered by arcane forces 3.00 Encumbrance. Type: armor / buckler ; tier 1 When wielded/worn: Physical crit. chance: +1.5% Defense: +4 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to blind Changes stats: +1 Mag / +4 Con Changes resistances: +10% light Talent granted: +1 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
wintry dwarven-steel buckler of fire resistance (+10%) wintry dwarven-steel buckler of fire resistance (+10%)Requires: - Dexterity 20 - Strength 20 Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 3 When wielded/worn: Physical crit. chance: +4.5% Defense: +8 (+4 eff.) Fatigue: +6% Damage when hit (Melee): 12 ice Changes stats: +3 Wil Changes resistances: +20% fire / +10% cold Talent granted: +3 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
linen cloak 'Lisedheba' (1 def, 0 armour) linen cloak 'Lisedheba' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +2 Dex Changes resistances: +3% lightning / +6% temporal / +20% darkness / +3% cold / +5% arcane / +6% nature Changes resistances penetration: +14% darkness Changes damage: +14% darkness Stealth bonus: +14 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 Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 51.68 to 64.60 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe 'Galethorn' (2 def, 0 armour) cashmere robe 'Galethorn' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 lightning / 4 blight Changes stats: +2 Cun Changes resistances: +6% lightning Changes resistances penetration: +5% blight / +11% physical / +10% darkness Changes damage: +8% darkness / +6% physical Critical mult.: +25.00% Mental save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +10.00 Spell crit. chance: +3% Mindpower: +10 (+3 eff.) Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Willowoath' (0 def, 0 armour) linen robe 'Willowoath' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Mag / +5 Wil Changes resistances: +9% acid / +12% physical / +16% darkness Changes resistances penetration: +20% acid Changes damage: +6% acid / +12% physical / +11% darkness Mana each turn: +0.16 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of darkness (+16%) (0 def, 0 armour) mindwoven linen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Mental save: +16 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +6% fire Changes damage: +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elara the iron helm (0 def, 7 armour) Elara the iron helm (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Con Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pitchlore the dwarven-steel helm (0 def, 4 armour) Pitchlore the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +11 (+4 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 darkness Changes stats: +12 Str / +5 Dex / +5 Wil / +3 Cun / +7 Con Changes resistances: -24% light / +10% physical Physical save: +25 (+8 eff.) Life regen: +4.00 Only die when reaching: -120.00 life Maximum stamina: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat of nature (+6%) (1 def, 0 armour) insulating linen wizard hat of nature (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +15% nature / +5% fire Changes damage: +10% nature A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+2) (0 def, 2 armour) miner's rough leather cap of constitution (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Con Infravision radius: +2 A cap made of leather. |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +16% lightning Changes damage: +11% lightning Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.18 to 156.53 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rough leather armour 'Tarrutar' (10 def, 2 armour) rough leather armour 'Tarrutar' (10 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Armour: +2 Defense: +10 (+5 eff.) Fatigue: +6% Damage when hit (Melee): 20 blight / 11 physical Changes stats: +5 Str / +4 Dex / +1 Wil / +3 Con Physical save: +7 (+2 eff.) Stamina each turn: +0.60 See invisible: +3 Chance to avoid any damage: +5% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 59% of your stamina. A suit of armour made of leather. |
rough leather armour of lightning resistance (1 def, 2 armour) rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +15% lightning A suit of armour made of leather. |
spiked rough leather armour of lightning resistance (1 def, 2 armour) spiked rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% lightning A suit of armour made of leather. |
enlightening dwarven-steel plate armour of stability (5 def, 11 armour) enlightening dwarven-steel plate armour of stability (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Cun / +6 Wil Changes resistances: +6% physical Physical save: +10 (+3 eff.) Mental save: +15 (+5 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield of lightning resistance (+15%) (6 def, 2 armour, 37 block) steel shield of lightning resistance (+15%) (6 def, 2 armour, 37 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +15% lightning Talent granted: +2 Block Handheld deflection devices. |
3 nuummite 3 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% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
4 agate 4 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 Gems can be sold for money or used in arcane rituals. |
134 alchemist agate 134 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. |
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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
Arthatoldil the iron pickaxe (dig speed 38 turns) Arthatoldil the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature / +9% temporal Changes damage: +6% nature / +3% arcane Disarm immunity: +5% Pinning immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of delving (dig speed 28 turns) dwarven-steel pickaxe of delving (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
piercing brass lantern of corpselight piercing brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +6% all Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 21 blight damage or heals 27 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
5 spinel 5 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% Gems can be sold for money or used in arcane rituals. |
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. |
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. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% 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% 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% Gems can be sold for money or used in arcane rituals. |
Chalesus [power 35] (26 cooldown) Chalesus [power 35] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Mental save: +3 (+1 eff.) Cut immunity: +15% Mana each turn: +0.12 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 35 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all 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 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Achievements
By GiantTrouble the Ogre Hero level 15
10th Dusk 122nd year of Ascendancy at 01:05 see stats
By GiantTrouble the Ogre Hero level 10
4th Mirth 122nd year of Ascendancy at 04:23 see stats
By GiantTrouble the Ogre Hero level 20
49th Dusk 122nd year of Ascendancy at 06:40 see stats
By GiantTrouble the Ogre Hero level 30
51st Dusk 122nd year of Ascendancy at 13:09 see stats
By GiantTrouble the Ogre Hero level 29
51st Dusk 122nd year of Ascendancy at 10:11 see stats
By GiantTrouble the Ogre Hero level 14
6th Mirth 122nd year of Ascendancy at 16:31 see stats
By GiantTrouble the Ogre Hero level 17
37th Dusk 122nd year of Ascendancy at 05:13 see stats
By GiantTrouble the Ogre Hero level 35
56th Dusk 122nd year of Ascendancy at 12:50 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
You feel a surge of power as a powerful creature falls nearby.
Poison from Giant spider hits Giant spider for 102 nature damage.
GiantTrouble picks up (y.): Gloriba the Pitchvalor (54.5-59.95 power, 15 apr).
GiantTrouble picks up (c.): clarity rune of the sneak (dur 20; resist 44%, reduce 36%; see undead).
GiantTrouble picks up (U.): spiked drakeskin leather armour of temporal resistance (5 def, 8 armour).
GiantTrouble picks up (q.): creative living mindstar (17.5-19.25 power, 40 apr, mind damage).
GiantTrouble picks up (r.): gifted living mindstar of balance (17-18.7 power, 40 apr, mind damage).
Ran for 2 turns (stop reason: interesting character).
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
GiantTrouble deactivates Beyond the Flesh.
GiantTrouble activates Beyond the Flesh.
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
You gain 2.92 gold from the transmogrification of spiked drakeskin leather armour of temporal resistance (5 def, 8 armour).
You gain 16.67 gold from the transmogrification of Gloriba the Pitchvalor (54.5-59.95 power, 15 apr).
You gain 2.87 gold from the transmogrification of gifted living mindstar of balance (17-18.7 power, 40 apr, mind damage).
You gain 4.75 gold from the transmogrification of creative living mindstar (17.5-19.25 power, 40 apr, mind damage).
Personal New Achievement: Treasure Hunter (Exploration mode) (Uniques)!
You gain 3.00 gold from the transmogrification of clarity rune of the sneak (dur 20; resist 44%, reduce 36%; see undead).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
GiantTrouble deactivates Shadow Combat.
GiantTrouble deactivates Stealth.
GiantTrouble deactivates Beyond the Flesh.
GiantTrouble deactivates Shadow Feed.
GiantTrouble deactivates Augmentation.