










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. 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 Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 34 / 95% |
| Size | big |
| Lifes / Deaths | Killed by skeleton mage at level 14 on the 10th Mirth 122nd year of Ascendancy at 10:46 / 38Killed by skeleton mage at level 14 on the 10th Mirth 122nd year of Ascendancy at 13:39 Killed by Polyreth the large white snake at level 20 on the 77th Dusk 122nd year of Ascendancy at 23:12 Killed by Lyth at level 23 on the 1st Haze 122nd year of Ascendancy at 05:17 Killed by Orwa the human at level 23 on the 9th Haze 122nd year of Ascendancy at 23:25 Killed by Alinel the halfling at level 23 on the 9th Haze 122nd year of Ascendancy at 23:37 Killed by Alinel the halfling at level 23 on the 10th Haze 122nd year of Ascendancy at 00:05 Killed by Orwa the human at level 23 on the 10th Haze 122nd year of Ascendancy at 00:27 Killed by Alinel the halfling at level 23 on the 10th Haze 122nd year of Ascendancy at 00:39 Killed by Jakra the dwarf at level 24 on the 16th Haze 122nd year of Ascendancy at 06:05 Killed by Jakra the dwarf at level 24 on the 16th Haze 122nd year of Ascendancy at 06:25 Killed by Jakra the dwarf at level 24 on the 16th Haze 122nd year of Ascendancy at 08:59 Killed by Walintri the halfling at level 24 on the 16th Haze 122nd year of Ascendancy at 09:47 Killed by Walintri the halfling at level 24 on the 16th Haze 122nd year of Ascendancy at 10:18 Killed by Lanrondari the shalore at level 24 on the 27th Haze 122nd year of Ascendancy at 02:47 Killed by Amonala the human at level 24 on the 27th Haze 122nd year of Ascendancy at 03:52 Killed by Sulchnis the human at level 24 on the 29th Haze 122nd year of Ascendancy at 11:29 Killed by skeleton magus at level 25 on the 33rd Haze 122nd year of Ascendancy at 01:37 Killed by skeleton magus at level 25 on the 33rd Haze 122nd year of Ascendancy at 03:35 Killed by forest wight at level 29 on the 38th Haze 122nd year of Ascendancy at 04:04 Killed by Liseda the minotaur at level 29 on the 39th Haze 122nd year of Ascendancy at 16:35 Killed by The Master at level 29 on the 41st Haze 122nd year of Ascendancy at 02:31 Killed by Celia at level 31 on the 44th Haze 122nd year of Ascendancy at 10:49 Killed by war hound at level 32 on the 48th Haze 122nd year of Ascendancy at 00:01 Killed by ritch flamespitter at level 32 on the 48th Haze 122nd year of Ascendancy at 02:06 Killed by ritch flamespitter at level 33 on the 3rd Decay 122nd year of Ascendancy at 05:58 Killed by war hound at level 33 on the 3rd Decay 122nd year of Ascendancy at 13:28 Killed by Emydhenne the poison ooze at level 34 on the 8th Decay 122nd year of Ascendancy at 19:49 Killed by Yvuvena the slimy ooze at level 34 on the 9th Decay 122nd year of Ascendancy at 00:11 Killed by mucus ooze at level 34 on the 9th Decay 122nd year of Ascendancy at 02:55 Killed by mucus ooze at level 34 on the 9th Decay 122nd year of Ascendancy at 03:09 Killed by Corrupted Oozemancer at level 34 on the 9th Decay 122nd year of Ascendancy at 03:28 Killed by Corrupted Oozemancer at level 34 on the 9th Decay 122nd year of Ascendancy at 05:51 Killed by Corrupted Oozemancer at level 34 on the 9th Decay 122nd year of Ascendancy at 08:05 Killed by Corrupted Oozemancer at level 34 on the 9th Decay 122nd year of Ascendancy at 10:42 Killed by Corrupted Oozemancer at level 34 on the 9th Decay 122nd year of Ascendancy at 13:09 Killed by mucus ooze at level 34 on the 9th Decay 122nd year of Ascendancy at 14:12 Killed by Imndi the shalore at level 34 on the 4th Allure 123rd year of Ascendancy at 06:58 |
Primary Stats
| Strength | 119 (base 44) |
| Dexterity | 66 (base 43) |
| Constitution | 75 (base 57) |
| Magic | 17 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 1350/1350 |
| Stamina | 222/222 |
| Equilibrium | 0 |
| Healing Factor | 1.7279591836735 |
| Regeneration | 43.42655424998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 41.029297776136 |
| See Invisible | 51.029297776136 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, animal/canine, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 179 |
| Accuracy | 71 |
| Crit Chance | 10% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Nature | +20% |
| Temporal | +6% |
| Blight | +3% |
| Physical | +22% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +35% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 42.926519666065 (92%) |
| Defense | 39 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 55 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Arcane | + 19%( 70%) |
| Mind | + 20%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 43%( 70%) |
| Darkness | + 25%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 28%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 181 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You abandoned injured seer to death. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by skeleton assassin. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 AlchemistsUngrol 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 vial of elder vampire blood. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | wanderer's pair of hardened leather boots of evasion (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+5 eff.) Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +13 (+4 eff.) Mental save: +11 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Brightbolt the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% fire / +6% nature Spell save: +12 (+4 eff.) Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Pitchsin' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Con Changes resistances: +27% lightning / +6% temporal / +9% fire Spell save: +20 (+6 eff.) A cap made of leather. |
| On hands | Salywyn the Skystar (0 def, 3 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 acid / 17 temporal / 8 fire / 9 lightning / 9 cold Damage (Ranged): 16 temporal Changes stats: +4 Mag / +5 Wil Changes resistances: +9% blight / +14% temporal Changes resistances penetration: +15% lightning / +10% mind Changes damage: +9% lightning / +6% temporal Life regen: +5.90 Stamina each turn: +0.90 Psi each turn: +0.32 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Adoda the ash totem of thorny skin [power 27] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +3% blight Talent cooldown: Lay Web (-1 turn) Talent granted: +1 Lay Web Mana each turn: +0.04 Spell crit. chance: +3% It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glodavena the ShockmaimPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Str / +8 Dex / +1 Wil / +1 Cun Life regen: +0.80 Maximum life: +77.00 Spellpower: +13 (+7 eff.) Mindpower: +11 (+5 eff.) Light radius: +1 Healing mod.: +11% Rings can have magical properties. |
| On fingers | EruldilInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Str / +5 Dex / +4 Con Changes resistances: +40% nature Changes damage: +20% nature / +15% physical Maximum life: +30.00 Light radius: +3 Rings can have magical properties. |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | Blackbliss (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +15 acid / +18 lightning Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Changes stats: +7 Str Changes resistances: +2% physical / +5% arcane / +3% darkness Changes damage: +7% physical Physical save: +3 (+1 eff.) Stamina when hit: +2.20 Only die when reaching: -20.00 life One-handed war axes. |
| Around waist | Shaderage the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +6 Cun Changes resistances: +9% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Life regen: +2.90 Light radius: +3 Healing mod.: +22% A belt that goes around your waist. |
| In off hand | shocking stralite shield of cold resistance (+15%) (10 def, 2 armour, 100% power, 144 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +144 On weapon hit: * 19% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 lightning Damage when hit (Melee): 22 lightning Changes resistances: +15% cold Talent granted: +4 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Gorigorn' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 mind / 20 acid Changes stats: +4 Str / +4 Dex / +4 Con Changes resistances: +6% mind Changes resistances penetration: +10% acid / +25% mind Changes damage: +24% mind Talent mastery: +0.30 Technique / Combat training Spell save: -20 (-7 eff.) Stamina each turn: +1.50 Mana each turn: -0.33 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shadebone (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 20 darkness Changes stats: +3 Wil Grants telepathy: Humanoid/Orc Mental save: +30 (+11 eff.) Life regen: +5.50 Stamina each turn: +2.20 Hate when firing a critical mind attack: +4.00 A suit of armour made of mail. |
Inventory
copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
living mindstar of storms (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +7% lightning Changes resistances penetration: +10% lightning Changes damage: +10% lightning Mindpower: +10 (+5 eff.) Mental crit. chance: +5% 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. |
nature's pulsing mindstar of frost (108% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 5 ice Changes resistances: +6% blight / +13% cold Changes resistances penetration: +11% cold Changes damage: +7% nature / +9% cold Disease immunity: +17% Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
Duskqueller (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage (Melee): +8 temporal / +4 darkness Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +10.0% Damage when hit (Melee): 16 temporal Changes stats: +3 Dex Changes resistances: +15% temporal / +5% arcane / +3% darkness One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Curequill (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% nature Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Amovon the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 physical Changes stats: +3 Str Changes resistances: +14% lightning / +11% temporal Changes resistances penetration: +10% physical Changes damage: +6% physical Healing mod.: +25% A pair of boots made of leather. |
Morningblack (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 nature Changes stats: +6 Str / +6 Con Changes resistances penetration: +15% light Changes damage: +7% physical / +18% nature / +15% light Light radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Yaruraleg the drakeskin leather gloves (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 12 cold Changes stats: +2 Cun Changes resistances: +9% acid / +10% cold / +15% nature / +5% arcane Changes damage: +11% cold Blindness immunity: +10% Stun/Freeze immunity: +10% Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of regeneration (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +2.90 Stamina each turn: +0.70 Psi each turn: +0.28 Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Kindleravager' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +18% darkness / +3% light Changes resistances penetration: +10% temporal Changes damage: +9% temporal / +12% darkness / +12% light Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of dexterity (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Physical save: +13 (+4 eff.) A cap made of leather. |
dwarven-steel mail armour 'Prismrune' (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +3 Str / +3 Con Changes resistances: +21% fire Changes resistances penetration: +10% light Changes damage: +12% light Life regen: +2.10 Maximum life: +122.00 Maximum vim: +40.00 Spellpower: +10 (+5 eff.) Healing mod.: +11% A suit of armour made of mail. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+9 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+9 eff.) Changes damage: +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+4 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 carnelian 7 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 sugilite 5 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Lyth the Cornac Bulwark level 31
43rd Haze 122nd year of Ascendancy at 08:58 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Lyth the Cornac Bulwark level 17
49th Dusk 122nd year of Ascendancy at 03:46 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Lyth the Cornac Bulwark level 33
2nd Decay 122nd year of Ascendancy at 19:24 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Lyth the Cornac Bulwark level 25
32nd Haze 122nd year of Ascendancy at 17:20 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Lyth the Cornac Bulwark level 29
38th Haze 122nd year of Ascendancy at 19:50 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Lyth the Cornac Bulwark level 10
79th Pyre 122nd year of Ascendancy at 14:46 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Lyth the Cornac Bulwark level 20
77th Dusk 122nd year of Ascendancy at 20:00 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Lyth the Cornac Bulwark level 30
41st Haze 122nd year of Ascendancy at 05:35 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Lyth the Cornac Bulwark level 34
9th Decay 122nd year of Ascendancy at 16:27 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Lyth the Cornac Bulwark level 24
29th Haze 122nd year of Ascendancy at 11:28 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Lyth the Cornac Bulwark level 9
78th Pyre 122nd year of Ascendancy at 07:11 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Lyth the Cornac Bulwark level 12
7th Mirth 122nd year of Ascendancy at 07:59 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Lyth the Cornac Bulwark level 32
1st Decay 122nd year of Ascendancy at 10:51 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Lyth the Cornac Bulwark level 24
27th Haze 122nd year of Ascendancy at 08:26 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Lyth the Cornac Bulwark level 29
41st Haze 122nd year of Ascendancy at 05:35 see stats
Log
Aniraon the thalore radiates power.
Treant's morale has been lowered.
Imndi the shalore shrugs off the effect 'Intimidated'!
Treant's morale has been lowered.
Treant shrugs off the effect 'Intimidated'!
Imndi the shalore shrugs off the effect 'Intimidated'!
Imndi the shalore's Strafe hits Lyth for 116 physical, 2 physical, 5 light, 0 arcane (123 total damage).
Imndi the shalore's Strafe hits Lyth for 135 physical, 0 arcane, 2 physical, 11 nature, 5 light (153 total damage).
Lyth deactivates Daunting Presence.
Lyth receives 102 healing.
Bleeding from Imndi the shalore hits Lyth for 8 physical damage.
Imndi the shalore strafes with her steamguns!
Imndi the shalore's Strafe hits Lyth for 141 physical damage.
Imndi the shalore's Strafe hits Lyth for 137 physical, 2 physical, 5 light, 0 arcane (144 total damage).
Lyth the level 34 cornac bulwark was stabbed to death by Imndi the shalore on level 1 of Ambush!.
Lyth stops bleeding.
Lyth deactivates Shield Wall.
Lyth has finished recovering.
Lyth is not silenced anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Imndi the shalore's Strafe killed Lyth!
Talent Daunting Presence is ready to use.
Saving done.
Saving game...
Saving done.














































































