












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This 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 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! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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: 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 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Rogue |
| Level / Exp | 26 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Zubomira the dremling at level 17 on the 15th Dusk 122nd year of Ascendancy at 13:13 3 / 3Killed by Horned Horror at level 18 on the 16th Dusk 122nd year of Ascendancy at 23:23 Killed by Betiriatira the gigantic gravity worm at level 20 on the 21st Dusk 122nd year of Ascendancy at 21:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 73 (base 57) |
| Constitution | 34 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 66 (base 52) |
Resources
| Life | 746/746 |
| Stamina | 158/158 |
| Healing Factor | 1.4153365646231 |
| Regeneration | 21.657559187602 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 10 |
| See Stealth | 50.213032150508 |
| See Invisible | 53.213032150508 |
| Stealth | 62 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 58 |
| Crit Chance | 35% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 58 |
| Crit Chance | 46% |
| APR | 52 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +3% |
| Physical | +17% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +11% |
| Fire | +5% |
| Nature | +7% |
| Cold | +25% |
| Physical | +35% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (63.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 5.9238052216851 |
| Physical Save | 52 |
| Spell Save | 31 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: HealingUse 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 instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% 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 Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.5 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 105 - 147 Accuracy: 73 (knife) APR: 44 Crit Chance: +53% Crit mult: 207% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 37% chance to deflect up to 18 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
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: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed warg claw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | Gelle the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +12% acid Melee Ret 4 acid ----- def ----- Armour +8 Fatigue +3% ---------- misc Hate/m.crit +3.00 Max.psi +20.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Lorinarinik the Tundraminister2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Con dps ---------- Res.pen +10% cold Apr +5 ----- def ----- Armour +4 Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Olomabar the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +9% mind Phys.save +35 (+11 eff.) Spell.save +25 (+11 eff.) Mind.save +9 (+5 eff.) Disarm- +57% Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +22 physical On Hit: 20% Juggernaut 2 On Hit: * 18 arcane resource burn Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ce'Niremina the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Mag dps ---------- Apr +6 ---------- misc Mana/s.crit +1.00 Vim/s.crit +1.00 Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 5.2 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Eilinawe the Stormrazor0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +15% lightning +9% temporal +3% darkness Spell.save +10 (+5 eff.) ---------- misc Max.stam +18.00 Rings make your fingers look great! |
| On fingers | Chilltyphoon0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +7 Con dps ---------- Res.pen +15% cold ----- def ----- Crit.chn- 15.00% Max.HP +47.00 HP.reg +7.00 Heal.mod +11% ---------- misc Infravis +3 Rings make your fingers look great! |
| Around neck | Hellsbile0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Lck dps ---------- Res.pen +10% mind +5% fire Acc +5 (+2 eff.) Melee Ret 6 mind ----- def ----- Defense +6 (+2 eff.) Resists +3% lightning +3% fire +3% light Unseen.red 11% Amulets make your neck look great! |
| In main hand | Brodusin the dwarven-steel longsword (20-29 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +4 acid +8 blight On Crit.r2 +9 acid +10 nature While equipped: Stats +3 Str dps ---------- Phys.crit +8.0% Crit.mult +17.00% Dmg.mod +3% blight +8% physical Res.pen +11% acid +7% nature Acc +13 (+4 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce armor by 10% Sharp, long, and deadly. |
| Around waist | rough leather belt 'Porarin'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% physical Res.pen +20% physical ----- def ----- Resists +6% lightning +6% temporal ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Xathra the linen cloak (22 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +15% physical Acc +10 (+3 eff.) Apr +2 ----- def ----- Defense +22 (+6 eff.) Phys.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Freezevagrant (6 def, 11 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +10% fire +6% cold +21% physical Phys.save +10 (+4 eff.) Max.HP +32.00 HP.reg +3.60 Heal.mod +12% ---------- misc Max.stam +10.00 A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 62; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 436%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 436% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 31%; mental, magical; dur 4; cd 10)0.1 infusion scroll [Ego] 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 mental and magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Darkstinger the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Dex +3 Mag dps ---------- Melee Ret 10 acid ----- def ----- Resists +16% lightning +6% darkness Crit.chn- 15.00% Stun/Frz- +26% Amulets make your neck look great! |
starlit steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +14% light +10% darkness Blind- +24% Amulets make your neck look great! |
steel amulet 'Floeshine'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck dps ---------- Acc +7 (+2 eff.) Melee Ret 2 lightning 4 cold ----- def ----- Defense +8 (+2 eff.) Resists +14% lightning +14% fire +25% cold Unseen.red 12% Stun/Frz- +21% Amulets make your neck look great! |
insulating gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +15% fire +12% cold Amulets make your neck look great! |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+3 eff.) Rings make your fingers look great! |
Filthwedge0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +2% Res.pen +15% nature Melee Ret 10 fire ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings make your fingers look great! |
marksman's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% lightning Acc +8 (+3 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
lifebinding ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+5 eff.) Dmg.mod +15% fire ----- def ----- HP.reg +0.60 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. |
warbringer's steel longsword of shearing (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +7% all +7% physical Acc +9 (+3 eff.) Apr +7 ----- def ----- Disarm- +14% Sharp, long, and deadly. |
arcing dwarven-steel longsword of projection (25-35 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
Iveyarin the steel mace (23-32 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning +3% temporal +6% mind Phys.save +6 (+2 eff.) Silence- +20% Confus- +20% Blunt and deadly. |
chilling steel mace of massacre (24-33 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 cold Blunt and deadly. |
warbringer's steel mace of enduring (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Nature/Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +8 Con +6 Wil dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +7% physical ----- def ----- Max.HP +21.00 Disarm- +12% Blunt and deadly. |
caustic iron waraxe of enduring (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego++] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +6 acid +7 nature While equipped: Stats +5 Con +5 Wil dps ---------- Res.pen +6% acid +5% nature Apr +5 ----- def ----- Max.HP +15.00 One-handed war axes. |
Getukath the Firebait (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +20% On Crit.r2 +12 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Melee Ret 10 arcane ----- def ----- Resists +5% arcane +6% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 One-handed war axes. |
balanced steel waraxe of ruin (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Acc +7 (+2 eff.) Apr +6 ----- def ----- Defense +6 (+2 eff.) Disarm- +20% One-handed war axes. |
stralite waraxe 'Noongore' (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 blight On Hit.r1 +13 fire On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +9% light +3% cold Disease- +24% ---------- misc Light +3 One-handed war axes. |
Lightningwrecker the steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature +16 arcane On Crit.r2 +12 lightning While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% lightning Sharp, short and deadly. |
blooming vined mindstar of storms (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning Res.pen +7% lightning ----- def ----- Resists +4% lightning Heal.mod +15% Heal/summ +23 ---------- 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. |
mighty cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +11% acid Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +11 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% nature +7% all Acc +8 (+3 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xewen the Coalkiller (19/19, 23-28 power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Proj.spd +200% Ranged+ +20 darkness On Hit.r1 +20 fire On Crit.r2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 20% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 48 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of accuracy (16/16, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego+] Master/Psionic Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 16 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Shots are used with slings to pummel your foes to death. |
shocking dwarven-steel shield of fire resistance (+16%) (0 def, 6 armour, 77.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe 'Arakalthogas' (6 def, 7 armour)2.0 T3 cloth armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +5% lightning +9% physical +8% cold +15% mind +6% temporal Res.pen +5% temporal ----- def ----- Armour +7 Defense +6 (+2 eff.) Resists +5% lightning +8% cold +11% all Phys.save +36 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +12% darkness A suit of armour made of leather. |
troll-hide cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +67.00 HP.reg +3.10 Heal.mod +11% A suit of armour made of leather. |
dwarven-steel mail armour of command (11 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +11 (+3 eff.) Fatigue +12% Mind.save +13 (+7 eff.) A suit of armour made of mail. |
Frostwell the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% cold On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +7% lightning +9% temporal +6% acid Mind.save +8 (+4 eff.) A belt that goes around your waist. |
hardened leather belt 'Blizzardripper'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +11% physical Res.pen +10% physical +5% mind +25% cold On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Resists +9% cold A belt that goes around your waist. |
Delylentir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Mind.save +9 (+5 eff.) Die.at -20.00 life Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shivervenom (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +3 Wil ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Max.HP +33.00 ---------- misc Infravis +3 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of mindcraft (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Giligasus the Greenripper (2 def, 13 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% nature Melee Ret 10 nature ----- def ----- Armour +13 Defense +2 (+1 eff.) Resists +21% cold Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Dragohor' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +3 Fatigue +2% Resists +12% acid Rush: Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Xanylle' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +4 Con ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Light +3 Infravis +3 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blastmaim (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Mag dps ---------- Crit.mult +20.00% Dmg.mod +9% lightning ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 73.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap 'Sleetpeal' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Res.pen +20% acid +20% cold ----- def ----- Armour +3 Fatigue +3% Resists +3% cold Crit.chn- 15.00% ---------- misc Light +2 A cap made of leather. |
stabilizing dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +16 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 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. |
177 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Frigiddream'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind +3% cold Melee Ret 6 cold 2 physical ----- def ----- Resists +1% physical ---------- 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
Stormreaper (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% lightning +25% acid ----- def ----- Resists +6% lightning +15% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Forbidden Tome: "The Day It Came"2.0 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? |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Heavy the Krog Rogue level 16
4th Dusk 122nd year of Ascendancy at 22:40 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Heavy the Krog Rogue level 22
40th Dusk 122nd year of Ascendancy at 23:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Heavy the Krog Rogue level 10
7th Mirth 122nd year of Ascendancy at 22:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Heavy the Krog Rogue level 20
18th Dusk 122nd year of Ascendancy at 09:00 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Heavy the Krog Rogue level 25
60th Dusk 122nd year of Ascendancy at 18:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Heavy the Krog Rogue level 8
2nd Mirth 122nd year of Ascendancy at 20:50 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Heavy the Krog Rogue level 26
71st Dusk 122nd year of Ascendancy at 16:07 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Heavy the Krog Rogue level 21
22nd Dusk 122nd year of Ascendancy at 19:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Heavy the Krog Rogue level 14
7th Flare 122nd year of Ascendancy at 08:49 see stats
Log
Heavy's Throwing Knife hits Multi-hued drake hatchling for 133 physical, 2 physical, 4 fire (139 total damage).
Melee retaliation hits Heavy for 4 fire, 7 cold (11 total damage).
Heavy uses Throwing Knives.
Heavy's Throwing Knife hits Multi-hued drake hatchling for 107 physical, 2 physical, 4 fire (113 total damage).
Melee retaliation hits Heavy for 4 fire, 7 cold (11 total damage).
Heavy uses Throwing Knives.
Heavy's Throwing Knife performs a melee critical strike against Multi-hued drake hatchling!
Heavy's Throwing Knife performs a melee critical strike against Multi-hued drake hatchling!
Heavy's Throwing Knife hits Multi-hued drake hatchling for 265 physical damage.
Melee retaliation hits Heavy for 4 fire, 7 cold, 3 fire, 6 cold (19 total damage).
Heavy's Throwing Knife killed Multi-hued drake hatchling!
Talent Stealth is ready to use.
Heavy is no longer attuned.
Heavy activates Stealth.
Heavy deactivates Quickdraw.
Heavy activates Quickdraw.
Heavy deactivates Apply Poison.
Heavy activates Apply Poison.
Heavy deactivates Trained Reactions.
Heavy activates Trained Reactions.
Heavy deactivates Numbing Poison.
Heavy activates Numbing Poison.
Heavy deactivates Crippling Poison.
Heavy activates Crippling Poison.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Stealth
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.


























































































































