Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spell Merchants 1.0.0 Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Everyone Options 1.4.5Starts characters off with category points instead of categories known. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Solipsist |
Level / Exp | 36 / 91% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 89 (base 60) |
Dexterity | 73 (base 60) |
Constitution | 75 (base 60) |
Magic | 90 (base 60) |
Willpower | 79 (base 60) |
Cunning | 86 (base 60) |
Resources
Life | 6216/6348 |
Psi | 508/514 |
Psi_feedback | 147/150 |
Healing Factor | 1.51 |
Regeneration | 35.636 |
Speed
Mental | +50.4% |
Attack | +50.4% |
Movement | +372% |
Spell | +50.4% |
Global | +188.81795943379% |
Vision
Sight | 11 |
Lite | 13 |
Infravision | 1 |
See Stealth | 13 |
See Invisible | 15 |
Offense: Mainhand
Damage | 65 |
Accuracy | 56 |
Crit Chance | 140% |
APR | 31 |
Speed | 0.66 |
Offense: Offhand
Damage | 80 |
Accuracy | 56 |
Crit Chance | 145% |
APR | 34 |
Speed | 0.66 |
Offense: Spell
Spellpower | 127 |
Crit Chance | 100% |
Speed | 0.66489361702128 |
Offense: Mind
Mindpower | 135 |
Crit Chance | 100% |
Speed | 0.66489361702128 |
Offense: Damage Bonus
All | +29% |
Defense: Base
Armour (hardiness) | 150.78798861972 (30%) |
Defense | 82 |
Ranged Defense | 83 |
Fatigue | 55 |
Physical Save | 76 |
Spell Save | 76 |
Mental Save | 76 |
Defense: Resistances
All | + 54%( 70%) |
Defense: Immunities
Pinning Resistance | 91% |
Confusion Resistance | 13% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 55% |
Bleed Resistance | 100% |
Disarm Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 95% |
Inscriptions (2/4)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 51.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Psionic / Psychic Assault | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Smith | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Discharge | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Distortion | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Nightmare | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Slumber | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Celestial / Chants | 2.90 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 2.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Whitehooves | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Forge Shield |
talent | Dreamforge |
talent | Lucid Dreamer |
talent | Range Amplification Device |
talent | Night Terror |
talent | Chant of Resistance |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | You have 5 charges. Death Momentum |
beneficial effect | Nullifies the next 7 detrimental mental effects. Clear Mind |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+58% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | Armaruivor the Starbore (6 def, 1 armour) Armaruivor the Starbore (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 16 light / 8 blight Changes stats: +1 Wil Spell crit. chance: +2% Light radius: +1 A pair of boots made of leather. |
Light source | brass lantern 'Manomalach' brass lantern 'Manomalach'Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% light Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Blindness immunity: +20% Silence immunity: +5% Disarm immunity: +10% Confusion immunity: +13% Light radius: +6 See stealth: +13 See invisible: +15 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. 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 | Gilohir the Cracklequick (3 def, 0 armour) Gilohir the Cracklequick (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 lightning Changes stats: +9 Mag / +7 Cun / +7 Con Changes resistances: +6% temporal Changes damage: +9% lightning / +11% physical / +9% darkness / +5% light / +14% arcane / +11% temporal Mental save: +10 (+2 eff.) Mana each turn: +0.38 Maximum mana: +40.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: 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... |
On hands | Glitterravage the rough leather gloves (0 def, 1 armour) Glitterravage the rough leather gloves (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Effects on melee hit: * 30% chance to blind Damage (Melee): 7 darkness Damage when hit (Melee): 12 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +9% darkness / +9% light Changes damage: +4% darkness Light radius: +1 When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 1). On weapon hit: * 20% chance to blind * 6% chance to inflict damage reduction It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Earygatir the voratun ring Earygatir the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +13 Physical power: +17 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +3% acid / +3% light / +6% darkness Changes damage: +4% all Reduces incoming crit damage: 15.00% Spell save: +3 (+0 eff.) Disease immunity: +5% Disarm immunity: +27% Pinning immunity: +50% Knockback immunity: +58% Maximum life: +32.00 Spellpower: +12 (+2 eff.) Mindpower: +27 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | steel ring 'Lustrewreck' steel ring 'Lustrewreck'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +4 Str / +1 Cun / +1 Con Changes resistances: +9% light Changes resistances penetration: +10% light Reduces incoming crit damage: 10.00% Light radius: +3 Rings can have magical properties. |
Around neck | Goragrim the Lightningsaw Goragrim the LightningsawInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +7 Str / +7 Dex / +10 Wil / +5 Con Changes resistances: +5% arcane / +23% temporal Changes resistances penetration: +10% arcane Physical save: +13 (+0 eff.) Cut immunity: +70% Pinning immunity: +41% Knockback immunity: +37% Life regen: +2.20 Maximum life: +80.00 Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 743 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Eilinyna (2.5-2.75 power, 12 apr, nature damage) Eilinyna (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +4 temporal Damage against: +8% Undead When wielded/worn: Changes resistances: +6% acid / +6% temporal / +11% darkness / +6% blight / +6% nature Changes resistances penetration: +10% temporal Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+0 eff.) Stamina when hit: +0.70 Equilibrium when hit: +0.80 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Around waist | Deepsminister the hardened leather belt Deepsminister the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+1 eff.) Fatigue: -6% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 16 light Changes stats: +5 Mag / +5 Wil Changes resistances: +9% light / +12% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Maximum encumbrance: +30 Physical save: +16 (+0 eff.) Spell crit. chance: +4% Light radius: +2 A belt that goes around your waist. |
In off hand | Falcon's Eye (7-7.7 power, 15 apr, mind damage) Falcon's Eye (7-7.7 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 It can be used to activate talent Earth's Eyes (costing 15 power out of 18/18) : Effective talent level: 1.0 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
Cloak | Gondil the Dazzlerot (1 def, 0 armour) Gondil the Dazzlerot (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun / +4 Dex Changes resistances: +6% blight Changes damage: +9% light Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Puswilder' (5 def, 0 armour) elven-silk robe 'Puswilder' (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun / +1 Str Changes resistances: +15% blight / +1% physical / +23% mind / +24% darkness Changes damage: +14% darkness / +9% nature / +19% light Physical save: +25 (+0 eff.) Spell save: +42 (+0 eff.) Mental save: +40 (+8 eff.) Life regen: +4.30 Maximum life: +142.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +15% Healing mod.: +30% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
insidious poison infusion (49 nature damage, 40% healing reduction) insidious poison infusion (49 nature damage, 40% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 49.29 nature damage per turn for 7 turns, and reducing the target's healing received by 40%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 315 over 5 turns) regeneration infusion of the titan (heal 315 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 8; power 30; dur 4)phase door rune (range 8; power 30; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's copper amulet of willpower (+2) warrior's copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Blacksorrow the steel ring Blacksorrow the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 16 temporal Changes stats: +6 Str / +5 Wil / +5 Cun / +10 Con Changes resistances: +3% temporal Changes damage: +3% darkness / +6% temporal Physical save: +8 (+0 eff.) Stun/Freeze immunity: +23% Life regen: +2.40 Mindpower: +9 (+2 eff.) Rings can have magical properties. |
Toxinsweeper the copper ring Toxinsweeper the copper ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +5 Cun / +8 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +6% nature Rings can have magical properties. |
gifted mossy mindstar of the jelly (2.5-2.75 power, 12 apr, mind damage) gifted mossy mindstar of the jelly (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +2% acid Equilibrium when hit: +0.50 Mindpower: +5 (+1 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage) mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
rough leather belt 'Morningfear' rough leather belt 'Morningfear'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +2 Str / +6 Dex / +4 Cun / +2 Con / +6 Lck Trap disarming bonus: +8 Stealth bonus: +6 Maximum encumbrance: +10 Light radius: +1 Infravision radius: +4 It can be used to create a temporary shield that absorbs 212 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Shimmerpain (5 def, 0 armour) Shimmerpain (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +4 (+0 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Dex Changes resistances: +18% acid / +17% physical / +40% light / +16% cold / +17% fire Changes resistances penetration: +10% lightning / +20% physical / +16% darkness Changes damage: +11% acid / +35% physical / +17% darkness / +13% cold / +10% fire / +27% light Talent cooldown: Refit Golem (-4 turns) Life regen: +0.80 Stamina each turn: +0.40 Maximum life: +10.00 Maximum hate: +10.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Isybeth' (0 def, 0 armour) linen robe 'Isybeth' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +11% acid / +10% physical / +6% blight / +10% fire / +11% temporal / +11% cold Changes resistances penetration: +15% blight Changes damage: +6% acid / +5% physical / +6% fire / +14% temporal / +6% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of fire (+16%) (0 def, 0 armour) mindwoven linen robe of fire (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% fire Changes damage: +11% fire Mental save: +16 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Runadan' (1 def, 0 armour) linen wizard hat 'Runadan' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid / +6% light / +6% fire / +5% arcane / +6% cold Changes damage: +11% acid Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Zubyldarin the Furnacebraze Zubyldarin the FurnacebrazeRequires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 20 fire Changes stats: +5 Wil Changes resistances: +24% acid / +27% light / +19% blight / +31% fire / +35% mind / +17% darkness Reduce damage by fixed amount: +5 all Maximum wards: +4 acid / +3 light / +4 blight / +4 fire / +4 mind / +4 darkness Changes damage: +20% blight / +18% fire Reduced damage from: +13% Horror Talent granted: +12 Ward Psi each turn: +2.20 Maximum psi: +39.00 Light radius: +1 Slows Projectiles: +30% Handheld warding devices |
345 alchemist agate 345 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By strjdty the Maj'Eyal Whitehoof Solipsist level 36
5th Flare 122nd year of Ascendancy at 04:34 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 12
75th Pyre 122nd year of Ascendancy at 21:46 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 10
75th Pyre 122nd year of Ascendancy at 18:09 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 20
2nd Summertide 122nd year of Ascendancy at 00:36 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 30
2nd Summertide 122nd year of Ascendancy at 14:04 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 26
2nd Summertide 122nd year of Ascendancy at 08:14 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 17
1st Summertide 122nd year of Ascendancy at 20:34 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 22
2nd Summertide 122nd year of Ascendancy at 02:21 see stats
By strjdty the Maj'Eyal Whitehoof Solipsist level 13
76th Pyre 122nd year of Ascendancy at 02:46 see stats
Log
You gain 4.27 gold from the transmogrification of hateful voratun dagger of projection (37.5-48.75 power, 9 apr).
You gain 4.45 gold from the transmogrification of hateful voratun dagger of projection (38.5-50.05 power, 9 apr).
You gain 25.00 gold from the transmogrification of Orc Feller (45-58.5 power, 11 apr).
You gain 21.63 gold from the transmogrification of Eilinelrada the voratun dagger (38-49.4 power, 9 apr).
You gain 4.85 gold from the transmogrification of quick voratun battleaxe (57-85.5 power, 4 apr).
You gain 6.75 gold from the transmogrification of insidious voratun battleaxe of erosion (57-85.5 power, 4 apr).
You gain 3.51 gold from the transmogrification of insidious steel battleaxe of purging (24-36 power, 2 apr).
You gain 2.34 gold from the transmogrification of vision rune of the titan (radius 11; dur 22; see animal).
You gain 1.71 gold from the transmogrification of vision rune (radius 13; dur 16; see undead).
You gain 1.03 gold from the transmogrification of teleportation rune of the psychic (range 99).
You gain 1.88 gold from the transmogrification of shielding rune of the sneak (absorb 385 for 5 turns).
You gain 2.45 gold from the transmogrification of phase door rune (range 10; power 29; dur 5).
You gain 1.09 gold from the transmogrification of manasurge rune of the psychic (916% regen over 10 turns; 46 instant mana).
You gain 0.66 gold from the transmogrification of manasurge rune (1115% regen over 10 turns; 56 instant mana).
You gain 1.48 gold from the transmogrification of acid wave rune (94 acid damage; dur 5; apply 22).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 29%; cure physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 19%; cure mental, physical).
You gain 1.15 gold from the transmogrification of sun infusion of the duelist (rad 10; power 56; turns 4; dispells darkness).
You gain 2.32 gold from the transmogrification of movement infusion of the warrior (731% speed; 6 turns).
You gain 1.20 gold from the transmogrification of healing infusion of the psychic (heal 257).
You gain 0.57 gold from the transmogrification of healing infusion (heal 25).
There is a way to the previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Strjdty deactivates Mental Tyranny.
Strjdty deactivates Night Terror.
Strjdty deactivates Dreamforge.
Strjdty deactivates Range Amplification Device.
Strjdty deactivates Forge Shield.
Strjdty deactivates Chant of Resistance.
Strjdty deactivates Lucid Dreamer.