










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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.
Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official 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:
Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This 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 Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Berserker |
Level / Exp | 36 / 47% |
Size | huge |
Lifes / Deaths | Killed by war hound at level 10 on the 8th Flare 122nd year of Ascendancy at 02:40 0 / 8Killed by Belenne the warg at level 18 on the 37th Dusk 122nd year of Ascendancy at 17:17 Killed by Belenne the warg at level 18 on the 37th Dusk 122nd year of Ascendancy at 18:50 Killed by Beleganne the elder vampire at level 29 on the 26th Haze 122nd year of Ascendancy at 19:21 Killed by Layysegann the elder vampire at level 31 on the 68th Haze 122nd year of Ascendancy at 00:01 Killed by ghoul at level 34 on the 73rd Haze 122nd year of Ascendancy at 23:13 Killed by Vorarena the patchwork troll at level 36 on the 1st Wintertide 123rd year of Ascendancy at 03:03 Killed by armoured skeleton warrior at level 36 on the 2nd Wintertide 123rd year of Ascendancy at 01:00 |
Antimagic | Follower |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 55 (base 44) |
Constitution | 57 (base 44) |
Magic | 8 (base 10) |
Willpower | 29 (base 10) |
Cunning | 45 (base 12) |
Resources
Life | -199/1360 |
Stamina | 142/282 |
Equilibrium | 0 |
Healing Factor | 1.4651118176839 |
Regeneration | 16.922041494249 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +8.8817841970013E-14% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 32.045069181528 |
See Invisible | 47.045069181528 |
Offense: Mainhand
Damage | 248 |
Accuracy | 68 |
Crit Chance | 43% |
APR | 35 |
Speed | 0.87 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 12% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +21% |
Light | +6% |
Nature | +6% |
Physical | +22% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Nature | +18% |
Physical | +23% |
Light | +28% |
All | +13% |
Defense: Base
Armour (hardiness) | 55 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 36 |
Mental Save | 38 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 24%( 70%) |
All | + 13%( 70%) |
Lightning | + 20%( 70%) |
Light | + 15%( 70%) |
Physical | + 37%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 52%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 699 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -713 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1426 life, 14 duration) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by suicical idiot. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Veleba the large brown snake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Belyth the barrow wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Adidheba the snow giant. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 539. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +5 Wil +5 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Max.HP +54.00 ---------- misc Light +4 Infravis +2 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +12% physical ----- def ----- Resists +3% mind +12% fire +3% nature +3% darkness Silence- +20% Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Dex +7 Wil +13 Cun dps ---------- Mind.pwr +6 (+3 eff.) Acc +11 (+3 eff.) Melee Ret 4 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +3% lightning +3% blight Spell.save +6 (+3 eff.) Mind.save +10 (+4 eff.) Confus- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% acid +3% light +5% arcane Spell.save +3 (+1 eff.) HP.reg +4.00 Stun/Frz- +31% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +8 Defense +8 (+4 eff.) Phys.save +10 (+4 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 78.0 - 124.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +13% all Acc +28 (+7 eff.) Apr +16 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +2 Resists +6% lightning +3% darkness Spell.save +9 (+4 eff.) Disease- +10% Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +1 Wil dps ---------- Mind.crit +1% Res.pen +10% physical ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness HP.reg +2.80 ---------- misc Stam/turn +3.70 Psi/turn +0.28 Equi/ret +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +6% light +12% acid Res.pen +15% light ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +15% acid +8% physical Phys.save +18 (+6 eff.) Max.HP +36.00 HP.reg +4.50 Heal.mod +15% A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Crit.mult +10.00% Phys.pwr +25 (+5 eff.) Dmg.mod +6% cold Melee Ret 6 physical ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +13% cold ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 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 instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 cure yourself of one random physical effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 266.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 46% faster, and you are invisible (power 15). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 245 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +14% mind Confus- +26% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Bloodthirst Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.pwr +33 (+13 eff.) Melee Ret 2 lightning ----- def ----- Resists +6% light ---------- misc Hate/m.crit +1.00 Max.psi +40.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +25% acid +6% cold Cut- +20% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 cold Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 blight +20 cold +14 nature On Hit.r1 +20 blight While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +20 lightning +17 cold While equipped: dps ---------- Mov.spd +32% Res.pen +7% lightning +13% cold +7% all Acc +20 (+5 eff.) Apr +9 Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Master Power 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +4 darkness +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str dps ---------- Phys.crit +14.0% Dmg.mod +13% physical Acc +26 (+7 eff.) ----- def ----- Resists +9% mind Massive two-handed swords. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+5 eff.) Melee+ 9 cold Dmg.mod +8% cold Res.pen +6% cold ----- def ----- Armour +10 Resists +8% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +5% Melee+ 9 fire 5 mind 6 darkness Dmg.mod +6% fire +4% mind +4% darkness Res.pen +11% fire ----- def ----- Resists +7% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% darkness Melee Ret 8 darkness ----- def ----- Defense +10 (+4 eff.) Resists +12% nature +9% temporal Mind.save +9 (+4 eff.) Die.at -40.00 life Poison- +20% Disarm- +20% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +67 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 fire Melee Ret 13 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 15 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +9% acid +8% fire +9% lightning +8% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Spell.pwr +5 (+5 eff.) S.pwr/crit +2 Dmg.mod +6% nature +12% lightning ----- def ----- HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Mag +1 Wil +4 Con ----- def ----- Resists +5% acid +6% nature +7% blight ---------- misc Infravis +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +3% light Res.pen +5% acid +25% darkness +5% light On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +2 (+1 eff.) Resists +8% acid +7% fire +8% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag +4 Con dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +2% Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.50 Equi/ret +0.04 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex dps ---------- Dmg.mod +3% arcane Melee Ret 4 lightning ----- def ----- Armour +3 Resists +3% acid +12% mind +9% light Crit.chn- 10.00% Stealth +9 HP.reg +4.00 Silence- +10% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Phys.pwr +13 (+3 eff.) ----- def ----- Armour +12 Fatigue +3% ---------- misc Stam/turn +2.00 Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +10 (+10 eff.) Melee+ 8 arcane Dmg.mod +6% arcane ----- def ----- Armour +6 Resists +9% arcane Mind.save +8 (+3 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +9 Mag +6 Wil dps ---------- Crit.mult +15.00% Spell.pwr +5 (+5 eff.) Res.pen +25% fire ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% Spell.save +9 (+4 eff.) ---------- misc Max.vim +50.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +24% acid Apr +6 Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Con dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+7 eff.) Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Breathe water A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +5.00% Phys.pwr +20 (+4 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Die.at -80.00 life Max.HP +22.00 Confus- +10% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +36.00 HP.reg +9.90 Heal.mod +11% ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +5 Str +6 Dex dps ---------- Phys.crit +6.0% Apr +5 ----- def ----- Armour +7 Defense +30 (+11 eff.) Fatigue +8% Phys.save +14 (+5 eff.) ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.9 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 172 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 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 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+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: 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 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +6 Str +2 Dex +3 Wil dps ---------- Res.pen +15% darkness ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Str +1 Dex +9 Wil +2 Cun dps ---------- Dmg.mod +8% mind ----- def ----- Resists +6% acid ---------- misc Light +7 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +6% fire Res.pen +20% acid ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +9% fire ---------- misc Max.stam +20.00 Light +6 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +3 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. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +8% blight +3% all Spell.save +7 (+3 eff.) HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Melee Ret 2 mind ----- def ----- Resists +5% arcane Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 39. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +9% fire Res.pen +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +18% fire ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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 suicical idiot the Krog Berserker level 34
76th Haze 122nd year of Ascendancy at 10:22 see stats
By suicical idiot the Krog Berserker level 27
4th Haze 122nd year of Ascendancy at 10:34 see stats
By suicical idiot the Krog Berserker level 31
68th Haze 122nd year of Ascendancy at 09:53 see stats
By suicical idiot the Krog Berserker level 22
58th Dusk 122nd year of Ascendancy at 05:00 see stats
By suicical idiot the Krog Berserker level 28
13rd Haze 122nd year of Ascendancy at 00:38 see stats
By suicical idiot the Krog Berserker level 25
65th Dusk 122nd year of Ascendancy at 12:36 see stats
By suicical idiot the Krog Berserker level 30
57th Haze 122nd year of Ascendancy at 12:30 see stats
By suicical idiot the Krog Berserker level 10
5th Flare 122nd year of Ascendancy at 08:34 see stats
By suicical idiot the Krog Berserker level 20
41st Dusk 122nd year of Ascendancy at 20:55 see stats
By suicical idiot the Krog Berserker level 30
57th Haze 122nd year of Ascendancy at 12:03 see stats
By suicical idiot the Krog Berserker level 29
26th Haze 122nd year of Ascendancy at 06:06 see stats
By suicical idiot the Krog Berserker level 18
41st Dusk 122nd year of Ascendancy at 07:46 see stats
By suicical idiot the Krog Berserker level 10
8th Flare 122nd year of Ascendancy at 02:39 see stats
By suicical idiot the Krog Berserker level 5
78th Pyre 122nd year of Ascendancy at 03:31 see stats
By suicical idiot the Krog Berserker level 22
57th Dusk 122nd year of Ascendancy at 15:04 see stats
By suicical idiot the Krog Berserker level 16
33rd Dusk 122nd year of Ascendancy at 07:37 see stats
By suicical idiot the Krog Berserker level 34
74th Haze 122nd year of Ascendancy at 00:35 see stats
Log
suicical idiot performs a melee critical strike against Gloritira the patchwork troll!
Gloritira the patchwork troll slows down.
Gloritira the patchwork troll resists the terror!
Gloritira the patchwork troll starts to bleed.
suicical idiot hits Gloritira the patchwork troll for (968 to bones), 0 physical, (39 to bones), 0 arcane, 29 fire (29 total damage).
Gloritira the patchwork troll speeds up.
Gloritira the patchwork troll has recovered!
Bleeding from Suicical idiot hits Gloritira the patchwork troll for 6 physical damage.
Gloritira the patchwork troll casts Call of the Crypt.
Suicical idiot uses Fearless Cleave.
suicical idiot performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is dazed!
suicical idiot performs a melee critical strike against Skeleton master archer!
Skeleton master archer is dazed!
Skeleton master archer has temporarily forgotten Pinning Shot for 3 turns!
suicical idiot hits Armoured skeleton warrior for 699 physical, 0 arcane, 22 fire (720 total damage).
suicical idiot hits Skeleton master archer for 647 physical, 0 arcane, 27 fire (674 total damage).
Orc soldier uses Pride of the Orcs.
Orc soldier receives 148 healing from Pride of the Orcs.
Bleeding from Suicical idiot hits Gloritira the patchwork troll for 6 physical damage.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior is not dazed anymore.
Suicical idiot resists the shield bash!
Armoured skeleton warrior hits suicical idiot for 9 physical damage.
Melee retaliation hits Armoured skeleton warrior for 6 physical, 5 acid, 6 physical, 5 acid (22 total damage).
suicical idiot the level 36 krog berserker was pierced to death by an armoured skeleton warrior on level 3 of Lost Dwarven Kingdom of Reknor.
Armoured skeleton warrior killed suicical idiot!
suicical idiot's rage subsides!
Suicical idiot no longer revels in blood quite so much.