









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Additional Randart Properties 1.5.10 Better Item Description 1.5.10This 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 Conveyance Reward 1.5.5This 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. 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:
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. 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. Extra Dungeons 1.5.5In 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: 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. 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 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Weapon Egos on Mindstars 1.5.10Add regular weapon egos to mindstars. Items Vault 1.5.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Streamlined Early Game 1.5.3Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Prodigy Tweaks 1.5.5 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Sholtar |
Class | Sea Knight |
Level / Exp | 50 / 993% |
Size | huge |
Lifes / Deaths | Killed by Ildon the Mad at level 50 on the 69th Pyre 123rd year of Ascendancy at 19:48 5 / 2Killed by Glita the corrupted plasmic disruptor at level 50 on the 15th Dusk 123rd year of Ascendancy at 03:50 |
Primary Stats
Strength | 81 (base 63) |
Dexterity | 19 (base 14) |
Constitution | 39 (base 15) |
Magic | 104 (base 60) |
Willpower | 33 (base 17) |
Cunning | 103 (base 60) |
Resources
Mana | 414/414 |
Equilibrium | 0 |
Steam | 100/100 |
Life | 1292/1292 |
Psi | 123/123 |
Stamina | 251/251 |
Paradox | 300 |
Healing Factor | 1.2081339712919 |
Regeneration | 6.9467703349283 |
Speed
Mental | +5% |
Attack | 0% |
Movement | +55.53917199997% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6.5 |
Infravision | 11 |
See Stealth | 64.054370608018 |
See Invisible | 64.054370608018 |
Offense: Mainhand
Damage | 293 |
Accuracy | 64 |
Crit Chance | 64% |
APR | 59 |
Speed | 0.86 |
Offense: Offhand
Damage | 128 |
Accuracy | 64 |
Crit Chance | 71% |
APR | 62 |
Speed | 0.95 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Light | +8% |
Lightning | +29% |
Physical | +48% |
Mind | +8% |
All | +2% |
Offense: Damage Penetration
Nature | +15% |
Physical | +20% |
Light | +20% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 152.48378501814 (96.422018348624%) |
Defense | 26 |
Ranged Defense | 31 |
Fatigue | 24 |
Physical Save | 76 |
Spell Save | 67 |
Mental Save | 56 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 22%( 58%) |
Arcane | + 31%( 70%) |
Cold | + 88%( 88%) |
All | + 19%( 70%) |
Darkness | + 44%( 70%) |
Light | + 26%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 55%( 70%) |
Fire | + 49%( 70%) |
Nature | + 81%( 88%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 90% |
Poison Resistance | 38% |
Knockback Resistance | 70% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -792 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 312% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 185% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. |
Class Talents
Spell / Healing Waters | 1.80 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Riptide | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Weapon Supremacy | 1.80 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / One With the Sea | 1.80 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Weapons Master | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Sholtar | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Element of Life |
talent | Eldritch Combat |
talent | Chant of Fortitude |
talent | Carbon Spikes |
talent | Drink Deep |
talent | Anime Style |
talent | Go With The Flow |
talent | Eldritch Aura |
talent | Hymn of Detection |
talent | As With The Tides |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the repented thief from death by Aereyanne the fire drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Zoaumri the dolleg. Escort: repented thief (level 3 of Dreadfell) | failed |
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 repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Possessed. | 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. The fortress's current energy level is: 2. | 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ritch stinger. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed electric eel tail. * You've found the needed honey tree root. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +8 Con dps ---------- Melee+ 8 acid Dmg.mod +10% physical On Hit (Melee): * 20 arcane resource burn * Slows global speed by 15% ----- def ----- Armour +15 Fatigue +5% Resists +15% acid +6% light +6% darkness Phys.save +9 (+2 eff.) HP.reg +5.50 Heal.mod +30% Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Infravis +2 Size +1 Heave: Puts all charms on 8 cooldown Level 4.5 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +8 Cun +6 Con ----- def ----- Resists +6% temporal +2% all Crit.dmg- 15.00% Knockbk- +15% ---------- misc Light -7 Infravis +7 Telepathy All A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +21% physical Acc +25 (+7 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +13 Fatigue +3% Resists +6% acid +16% cold ---------- misc Max.stam +20.00 Light +7 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Breathe water A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Melee+ 11 arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% arcane Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +131% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 117% Range: 1.1x Uses 18% Str, 18% Dex, 130% Mag 40% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str dps ---------- Crit.mult +30.00% Phys.pwr +16 (+2 eff.) Apr +13 ----- def ----- Resists +6% lightning +3% arcane +3% blight Spell.save +6 (+1 eff.) Cut- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +15 Mag +10 Wil +14 Cun dps ---------- Spell.pwr +30 (+6 eff.) Melee+ 12 fire Dmg.mod +6% light +6% lightning Res.pen +10% light On Hit (Melee): * 32% chance to blind ----- def ----- Resists +12% fire Mind.save +20 (+6 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +6 Mag +13 Cun dps ---------- Crit.mult +6.00% Spell.pwr +12 (+3 eff.) Melee+ 15 bleed Ranged+ 21 bleed Dmg.mod +17% acid Res.pen +5% physical On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 20% chance to cause random gloom ----- def ----- Resists +34% acid Max.HP +20.00 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Melee+ 12 blight 20 temporal Dmg.mod +15% lightning Res.pen +25% temporal On Hit (Melee): * 33% chance to daze at end of turn ----- def ----- Resists +9% blight +16% temporal Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 155% Range: 1.4x Uses 150% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +26 Crit +23.0% Atk.spd 111% While equipped: Stats +2 Str +6 Dex +3 Mag +2 Cun dps ---------- Dmg.mod +15% physical Res.pen +15% nature +15% physical Acc +15 (+4 eff.) Apr +14 ----- def ----- Armour +6 Resists +10% all ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Blunt and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Phys.pwr +18 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +3% blight +12% cold +3% lightning D.Red.from +45% Summoned Phys.save +6 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 149% Range: 1.3x Uses 20% Str, 140% Mag, 20% Dex Dmg Physical Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +29 Crit +30.0% Atk.spd 100% Melee+ +48 insidious poison +12 lightning On Crit.r2 +4 lightning On Hit: * 49% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+2 eff.) Dmg.mod +6% mind +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% arcane Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +6 Mag dps ---------- Crit.mult +12.00% Res.pen +10% light Acc +5 (+2 eff.) Apr +6 On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +3% light +30% lightning Stealth +6 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con dps ---------- Melee Ret 50 physical ----- def ----- Armour +52 Hardiness +10% Defense +20 (+10 eff.) Fatigue +16% Resists +25% darkness +25% fire Phys.save +40 (+9 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 281 and cleanse 1 wound and 1 poison effect. 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. |
![]() 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 20 for 9 turns. While Heroism is active, you will only die when reaching -765 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 21 for 12 turns. While Heroism is active, you will only die when reaching -1008 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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 16 for 10 turns. While Heroism is active, you will only die when reaching -764 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. |
![]() 0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 775% 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. 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. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 908% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() 0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 698% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 720% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 543% 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. 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. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 664 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 552 life over 5 turns. 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. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. 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. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 458 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 438 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 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. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag ----- def ----- Resists +10% mind Confus- +23% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Armour +4 Resists +15% acid +12% lightning +21% mind +9% light Phys.save +30 (+7 eff.) Blind- +15% Disarm- +25% Confus- +34% Stun/Frz- +20% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +41.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% blight +11% fire Res.pen +20% blight Melee Ret 12 blight ----- def ----- Resists +15% acid ---------- misc Hate/m.crit +4.00 Psi/kill +6.00 Max.hate +6.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex ----- def ----- Resists +9% blight +18% fire +6% temporal +2% all Silence- +20% Stun/Frz- +20% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 23 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 16% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 46 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T3 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 4 blight Res.pen +15% blight +5% nature ----- def ----- Armour +4 Defense +8 (+4 eff.) Fatigue -5% Resists +6% blight Res.Cap +3% all Phys.save +9 (+2 eff.) Mind.save +10 (+3 eff.) HP.reg +2.00 Confus- +15% Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Melee+ 16 mind ----- def ----- Resists +6% cold +9% light +6% nature Crit.dmg- 10.00% Max.HP +44.00 Blind- +20% Disease- +20% Disarm- +54% Pinning- +44% Knockbk- +43% Def/telep +17 Res/telep +17% Dur/telep +17% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +5 Mag +4 Lck dps ---------- Mind.crit +5% ----- def ----- Resists +23% nature +11% blight Poison- +18% Disease- +22% ---------- misc Infravis +3 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% light Res.pen +20% light +10% mind ----- def ----- Phys.save +12 (+3 eff.) ---------- misc Psi/kill +10.00 Max.hate +8.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Str +6 Cun +8 Con dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 14 bleed Ranged+ 16 bleed On Hit (Melee): * 16% chance to cause random gloom On Hit (Ranged): * 15% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Acc +12 (+3 eff.) Apr +13 ----- def ----- Armour +6 Defense +18 (+9 eff.) Rng.Def +6 (+3 eff.) Resists +3% acid +9% fire Mind.save +29 (+8 eff.) Confus- +68% Pinning- +5% Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 97% 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. |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Wil +3 Con dps ---------- Melee+ 8 temporal Dmg.mod +6% acid Res.pen +10% nature +10% temporal On Hit (Melee): * Slows global speed by 30% ----- def ----- Spell.save +16 (+4 eff.) Mind.save +16 (+5 eff.) Max.HP +42.00 Disarm- +38% Pinning- +37% Knockbk- +40% ---------- misc Max.stam +28.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Con dps ---------- Acc +12 (+3 eff.) Apr +13 ----- def ----- Defense +11 (+6 eff.) Phys.save +14 (+4 eff.) Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 97% 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. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 16% Str, 30% Cun, 120% Mag 16% Dex Dmg Physical Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 4.5 Pwr.cost 20 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 28.53 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 170% Mag, 54% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +32 lightning On Hit.r1 +6 temporal On Crit.r2 +12 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +23% lightning +6% temporal +30% darkness Res.pen +15% darkness +15% mind ----- def ----- Resists +15% darkness Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 150% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 160% Mag, 41% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 200.52 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 150% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 156% Range: 1.4x Uses 150% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% On Hit: * 20% chance to torment the target While equipped: Stats +2 Cun +5 Dex dps ---------- Res.pen +13% mind +14% darkness Acc +30 (+8 eff.) ----- def ----- Defense +13 (+7 eff.) Resists +9% darkness Spell.save +20 (+5 eff.) Mind.save +6 (+2 eff.) Disease- +15% Disarm- +50% ---------- misc See.Invis +9 Blunt and deadly. |
![]() 1.0 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. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +9 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +16% Crit.mult +20.00% Melee+ 12 mind Dmg.mod +9% fire ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Hate/kill +6.00 Max.psi +50.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +1 Con dps ---------- Mov.spd +20% Dmg.mod +1% all ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 19 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (96 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (162 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 14 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 4 fire Dmg.mod +21% temporal Melee Ret 4 fire ----- def ----- Armour +9 Defense +16 (+8 eff.) Fatigue +3% Resists +6% fire Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Infravis +2 Blink to a nearby random location (rad 8) Puts all charms on 20 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mov.spd +10% Melee+ 8 mind ----- def ----- Armour +3 Hardiness +15% Fatigue -5% Resists +9% lightning +9% temporal +9% arcane Max.HP +46.00 Poison- +30% Stun/Frz- +10% ---------- misc Stam/turn +0.70 See.Invis +12 A pair of boots made of leather. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 18% Str, 18% Dex, 130% Mag 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +6 Mag +11 Cun dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) S.pwr/crit +2 Melee+ 15 physical Dmg.mod +3% blight +11% physical +3% arcane ----- def ----- Armour +13 Resists +10% light +10% darkness Phys.save +15 (+4 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 131% Range: 1.1x Uses 18% Dex, 40% Cun, 130% Mag 18% Str Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +19.0% Atk.spd 100% On Hit.r1 +15 physical On Crit.r2 +14 physical +50 light +48 darkness On Hit: 10% Set Up 5 On Hit: 10% Sand Breath 5 On Mind Hit: 5% Flamespit 2 Starfall: Puts all charms on 16 cooldown Level 1.0 Pwr.cost 16 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 91.50 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil +9 Cun dps ---------- Phys.pwr +11 (+2 eff.) Mind.pwr +8 (+3 eff.) Melee+ 8 nature Res.pen +5% mind Acc +10 (+3 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+5 eff.) Fatigue +5% Resists +12% fire +11% physical +12% cold Phys.save +11 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +1 Mag +7 Con dps ---------- Spell.pwr +2 (+1 eff.) Dmg.mod +3% nature Res.pen +5% arcane Melee Ret 8 arcane ----- def ----- Armour +3 Fatigue +3% Spell.save +20 (+5 eff.) ---------- misc Mana/s.crit +4.00 On Mind Hit: 10% Slime Spit 1 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Crit.mult +15.00% Apr +3 ----- def ----- Armour +4 Fatigue +4% Resists +5% physical +9% fire Phys.save +48 (+10 eff.) Max.HP +50.00 ---------- misc Stam/turn +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Str +4 Wil +7 Cun dps ---------- Mind.pwr +5 (+2 eff.) Mov.spd +20% ----- def ----- Armour +4 Fatigue +4% Resists +9% fire Crit.dmg- 10.00% Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Harmony A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 150% Mag, 45% Str Dmg Ice Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+3 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +6% acid Res.pen +20% physical ----- def ----- Resists +15% acid +4% physical Max.HP +20.00 ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 62 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 77 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 6.4 Pwr.cost 62 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 52.58 cold damage and 76.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Dex dps ---------- Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Phys.save +8 (+2 eff.) Max.HP +20.00 Heal.mod +16% ---------- misc Stam/turn +1.00 Max.stam +10.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (88 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 155 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 628.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
great fiery salve [power 35] great fiery salve [power 35]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 185% efficiency and 56% cooldown modifier. Remove 2 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 30] powerful frost salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 185% efficiency and 56% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 417] powerful healing salve [power 417]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 185% efficiency and 56% cooldown modifier. Heal 417 Puts Talent Medical Injector on 12 cooldown Medical salve. |
powerful unstoppable force salve [power 106] powerful unstoppable force salve [power 106]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 185% efficiency and 56% cooldown modifier. Increases all saves by 106 and healing factor by half Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
powerful water salve [power 30] powerful water salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 185% efficiency and 56% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
![]() 2.0 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. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Melee+ 8 acid Dmg.mod +12% nature +6% lightning Melee Ret 16 lightning On Hit (Melee): * 36% chance to daze at end of turn * 30% chance to corrode armour by 30% Teleport randomly (rad 53) Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee+ 12 mind Dmg.mod +12% lightning Res.pen +5% mind Melee Ret 16 mind ---------- misc Wards +3 physical +3 mind +3 darkness Talents +1 Ward +4 Silence Cooldown Silence -1 Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Ildon the Mad the Sholtar Sea Knight level 45
41st Pyre 123rd year of Ascendancy at 15:41 see stats
By Ildon the Mad the Sholtar Sea Knight level 44
39th Pyre 123rd year of Ascendancy at 21:33 see stats
By Ildon the Mad the Sholtar Sea Knight level 50
58th Pyre 123rd year of Ascendancy at 01:41 see stats
By Ildon the Mad the Sholtar Sea Knight level 49
54th Pyre 123rd year of Ascendancy at 05:37 see stats
By Ildon the Mad the Sholtar Sea Knight level 12
10th Dusk 122nd year of Ascendancy at 00:00 see stats
By Ildon the Mad the Sholtar Sea Knight level 50
74th Pyre 123rd year of Ascendancy at 11:30 see stats
By Ildon the Mad the Sholtar Sea Knight level 47
50th Pyre 123rd year of Ascendancy at 20:43 see stats
By Ildon the Mad the Sholtar Sea Knight level 37
17th Regrowth 123rd year of Ascendancy at 03:20 see stats
By Ildon the Mad the Sholtar Sea Knight level 39
37th Regrowth 123rd year of Ascendancy at 21:28 see stats
By Ildon the Mad the Sholtar Sea Knight level 26
11st Haze 122nd year of Ascendancy at 03:25 see stats
By Ildon the Mad the Sholtar Sea Knight level 39
22nd Pyre 123rd year of Ascendancy at 07:32 see stats
By Ildon the Mad the Sholtar Sea Knight level 50
56th Pyre 123rd year of Ascendancy at 23:18 see stats
By Ildon the Mad the Sholtar Sea Knight level 50
74th Pyre 123rd year of Ascendancy at 02:15 see stats
By Ildon the Mad the Sholtar Sea Knight level 33
57th Haze 122nd year of Ascendancy at 05:12 see stats
By Ildon the Mad the Sholtar Sea Knight level 10
7th Flare 122nd year of Ascendancy at 05:13 see stats
By Ildon the Mad the Sholtar Sea Knight level 20
49th Dusk 122nd year of Ascendancy at 15:48 see stats
By Ildon the Mad the Sholtar Sea Knight level 30
25th Haze 122nd year of Ascendancy at 09:37 see stats
By Ildon the Mad the Sholtar Sea Knight level 40
23rd Pyre 123rd year of Ascendancy at 02:26 see stats
By Ildon the Mad the Sholtar Sea Knight level 50
55th Pyre 123rd year of Ascendancy at 17:17 see stats
By Ildon the Mad the Sholtar Sea Knight level 16
30th Dusk 122nd year of Ascendancy at 14:25 see stats
By Ildon the Mad the Sholtar Sea Knight level 42
36th Pyre 123rd year of Ascendancy at 03:50 see stats
By Ildon the Mad the Sholtar Sea Knight level 37
16th Regrowth 123rd year of Ascendancy at 21:25 see stats
By Ildon the Mad the Sholtar Sea Knight level 47
50th Pyre 123rd year of Ascendancy at 23:01 see stats
By Ildon the Mad the Sholtar Sea Knight level 9
6th Flare 122nd year of Ascendancy at 15:48 see stats
By Ildon the Mad the Sholtar Sea Knight level 37
8th Decay 122nd year of Ascendancy at 09:43 see stats
By Ildon the Mad the Sholtar Sea Knight level 49
55th Pyre 123rd year of Ascendancy at 07:41 see stats
By Ildon the Mad the Sholtar Sea Knight level 11
1st Dusk 122nd year of Ascendancy at 01:25 see stats
By Ildon the Mad the Sholtar Sea Knight level 50
7th Flare 123rd year of Ascendancy at 20:54 see stats
By Ildon the Mad the Sholtar Sea Knight level 27
16th Haze 122nd year of Ascendancy at 07:14 see stats
By Ildon the Mad the Sholtar Sea Knight level 17
45th Dusk 122nd year of Ascendancy at 19:28 see stats
By Ildon the Mad the Sholtar Sea Knight level 43
39th Pyre 123rd year of Ascendancy at 00:43 see stats
Log
Saving done.
Ildon the Mad activates Eldritch Aura.
Ildon the Mad activates Eldritch Combat.
Ildon the Mad activates Drink Deep.
Ildon the Mad activates Go With The Flow.
Ildon the Mad activates As With The Tides.
Drink Deep hits Ildon the Mad for 67 healing, 67 healing (0 total damage) [134 healing].
Drink Deep hits Ildon the Mad for 67 healing, 67 healing (0 total damage) [134 healing].
--------------------------------
Resting starts...
Talent Infusion: Healing is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
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There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Ildon the Mad deactivates Element of Life.
Ildon the Mad deactivates Anime Style.
Ildon the Mad deactivates Chant of Fortitude.
Ildon the Mad deactivates Go With The Flow.
Ildon the Mad deactivates Drink Deep.
Ildon the Mad deactivates Hymn of Detection.
Ildon the Mad deactivates Carbon Spikes.
Ildon the Mad deactivates Eldritch Aura.
Ildon the Mad deactivates As With The Tides.
Ildon the Mad deactivates Eldritch Combat.