











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Glove Stats 1.0.6Shows glove combat stats with all classes. 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:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 32 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Balad the krog at level 17 on the 20th Shortage 122nd year of Ascendancy at 08:18 2 / 4Killed by Alarek the dwarf at level 17 on the 28th Shortage 122nd year of Ascendancy at 05:49 Killed by Saleta the corrupted acidic digestor at level 30 on the 30th Profit 123rd year of Ascendancy at 08:06 Killed by war hound at level 31 on the 31st Profit 123rd year of Ascendancy at 09:48 |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 24 (base 13) |
| Constitution | 34 (base 10) |
| Magic | 42 (base 39) |
| Willpower | 49 (base 36) |
| Cunning | 14 (base 10) |
Resources
| Life | 1038/1038 |
| Mana | 401/401 |
| Equilibrium | 15 |
| Healing Factor | 1.6864705882353 |
| Regeneration | 15.7685 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 17.342941493866 |
| See Invisible | 17.342941493866 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 47 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 47 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +61% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +55% |
| Lightning | +15% |
| Arcane | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 81.933224435562 (87.462686567164%) |
| Defense | 26 |
| Ranged Defense | 30 |
| Fatigue | 61 |
| Physical Save | 60 |
| Spell Save | 46 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 26%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 19%( 70%) |
| Temporal | -2%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 70% |
| Teleport Resistance | 0% |
| Stun Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 227 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Crystalline Focus |
| talent | Shards |
| 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 |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
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. | 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 successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 488. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed xorn fragment. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Steam Powered Boots. |
| Light source | Borayon the dwarven lantern1.0 T5 lite [Random Unique] Nature While equipped: Stats +7 Con dps ---------- Mind.crit +3% Dmg.mod +12% mind ----- def ----- Resists +13% blight Phys.save +7 (+2 eff.) Max.HP +68.00 HP.reg +5.10 Heal.mod +20% ---------- misc Max.hate +4.00 Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | sand hardened leather gloves of dexterity (+3) (0 def, 9 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 physical Dmg.mod +6% physical Acc +12 (+4 eff.) ----- def ----- Armour +9 Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +9.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | steel ring 'Arcnigh'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% lightning +25% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% lightning HP.reg +1.40 Stun/Frz- +27% Rings can have magical properties. |
| Around neck | Ragyhir0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +19% physical Melee Ret 16 physical ----- def ----- Armour +6 HP.reg +0.80 Amulets can have magical properties. |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 130% Range: 1.4x Uses 150% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. This object's appearance was changed to Unsetting Sun. |
| Around waist | hardened leather belt 'Eilinywyn'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Dex +2 Wil +4 Cun +1 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Res.pen +11% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +38.00 A belt that goes around your waist. |
| In off hand | coruscating dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 84 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 133% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +84 Melee+ +12 light +12 fire While equipped: Stats +2 Str +1 Mag +3 Con dps ---------- Melee Ret 15 fire On Melee Ret: * 10% chance to blind ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +13% light +14% fire ---------- misc Talents +3 Block Handheld deflection devices. This object's appearance was changed to Lunar Shield. |
| Cloak | Zeryroddabar the linen cloak (7 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +7 (+4 eff.) Phys.save +12 (+3 eff.) Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
| Main armor | Ivilaith the dwarven-steel plate armour (5 def, 15 armour)17.0 T3 massive armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.crit +1.0% Melee+ 13 acid 10 fire Dmg.mod +3% physical Acc +2 (+1 eff.) Apr +3 Melee Ret 10 acid 11 fire ----- def ----- Armour +15 Defense +5 (+3 eff.) Fatigue +24% Resists +21% acid +36% fire Phys.save +6 (+2 eff.) Max.HP +64.00 HP.reg +1.80 Heal.mod +21% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 238)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 238 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 143)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (306% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 306% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (405% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 405% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (447% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 447% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (435% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 435% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (463% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 357 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Ashnigh0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% lightning +24% fire ---------- misc Masteries +0.17 Spell/Deeprock Amulets can have magical properties. |
Magmawisp0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Mind.pwr +8 (+4 eff.) S.pwr/crit +4 ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% fire +13% light +19% darkness Phys.save +9 (+3 eff.) Mind.save +8 (+3 eff.) Blind- +31% Confus- +15% ---------- misc Mana/turn +0.16 Max.mana +33.00 Amulets can have magical properties. |
Morningrot0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% light On Hit (Melee): * 15% chance to blind * 30% chance to corrode armour by 30% Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
starlit copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% light +12% darkness Blind- +20% Amulets can have magical properties. |
Arygodar the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% mind +6% physical Res.pen +10% physical ----- def ----- Armour +14 Resists +12% mind Die.at -40.00 life Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Charvortex0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +11 Cun dps ---------- Res.pen +10% fire Acc +8 (+3 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc See.Invis +6 Rings can have magical properties. |
Glarerip the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +8 Cun +6 Con dps ---------- Phys.pwr +11 (+3 eff.) Melee+ 19 bleed Ranged+ 18 bleed Dmg.mod +6% light On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 20% chance to cause random gloom ----- def ----- Fatigue -8% Resists +3% mind +9% lightning Spell.save +6 (+2 eff.) ---------- misc Max.enc +37 Hate/m.crit +2.00 Max.hate +13.00 Light +3 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Islygalle the Murkbreaker0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +13% acid +12% physical Res.pen +20% nature Acc +6 (+2 eff.) ----- def ----- Resists +26% acid ---------- misc Max.stam +10.00 Rings can have magical properties. |
Ivudhemina0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Wil +4 Cun dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+7 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +9% arcane +6% all Res.pen +5% mind Melee Ret 4 arcane ----- def ----- Defense +8 (+4 eff.) Resists +12% mind Rings can have magical properties. |
gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +11 (+6 eff.) Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 64% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) HP.reg +1.10 Stun/Frz- +24% Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 8 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
dragonbone magestaff (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Normal] Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Yarogas the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% mind +3% blight Melee Ret 12 mind ----- def ----- Defense +12 (+6 eff.) Phys.save +8 (+2 eff.) Stealth +7 HP.reg +1.50 Heal.mod +18% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Ce'Nuwyn'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +20% arcane ----- def ----- Resists +9% acid HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
rough leather belt 'Emylelle'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil +4 Mag dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +40.00 A belt that goes around your waist. |
Ivirith (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% mind Acc +26 (+9 eff.) Melee Ret 16 acid ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +3% acid +6% mind Max.HP +93.00 ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Offalresolve the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +5.00% Res.pen +20% nature +25% arcane ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Satyrbile' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Mag +2 Cun +5 Con dps ---------- Melee Ret 12 nature ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Max.HP +40.00 ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinaldatira (6 def, 5 armour)2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +6% lightning Phys.save +6 (+2 eff.) Silence- +21% Confus- +20% Pinning- +25% Stun/Frz- +23% A pair of boots made of leather. |
Hatholen the Demonstone (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Res.pen +25% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness +5% arcane Blink to a nearby random location (rad 7) Puts all charms on 20 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adelaith (0 def, 10 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% blight +11% physical Res.pen +25% arcane +20% blight Melee Ret 8 physical ----- def ----- Armour +10 Unarmed combat: Power 112% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Hit.r1 +7 physical On Crit.r2 +10 physical On Hit: 10% Sand Breath 3 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Str, 40% Dex, 20% Mag 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 10% Mind Blast 1 On Hit: 15% Shadow Simulacrum 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Attackspeed is 100% for non-Brawlers! Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 Attackspeed is 100% for non-Brawlers! These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
hardened leather gloves 'Bokofang' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +17 (+6 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Resists +9% blight +9% temporal +12% lightning Unarmed combat: Power 114% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +9.0% Atk.spd 100% On Hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 20 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 39.60 fire and 63.65 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Duvablek (2 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +9 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% mind +9% blight ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +3% mind Mind.save +8 (+3 eff.) Stone Wall: Puts all charms on 64 cooldown Level 1.2 Pwr.cost 64 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 108.68 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Eloba (0 def, 5 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +6.00% Res.pen +15% physical Apr +5 ----- def ----- Armour +5 Fatigue +5% Phys.save +3 (+1 eff.) ---------- misc Stam/ret +0.90 Equi/ret +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowmaim the hardened leather cap (0 def, 9 armour)2.0 T3 head armor [Rare] Psionic While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +2% physical +6% light +9% fire +13% mind +9% nature Mind.save +14 (+5 eff.) Confus- +23% A cap made of leather. This object's appearance was changed to Yaldan Baoth. |
spiked steel plate armour of the deep (4 def, 10 armour)17.0 T2 massive armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Crystalline Steel shield (6 def, 2 armour, 100% power, 47.5 block)7.0 T2 shield armor [Unique] Arcane A part of set. When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Arcane Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +48 While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +10% arcane ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Handheld deflection devices. Transformed with the power of the Spellblaze. |
crackling steel shield of patience (6 def, 2 armour, 100% power, 40 block)7.0 T2 shield armor [Ego++] Arcane When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +12 lightning +12 temporal While equipped: Stats +2 Dex dps ---------- Melee Ret 12 temporal On Melee Ret: * 11% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% lightning +12% temporal ---------- misc Talents +2 Block Time Shield: (Instant) Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (289) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
deflecting voratun shield of cold resistance (+19%) (22 def, 3 armour, 100% power, 210 block)7.0 T5 shield armor [Ego] Master When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +5.0% Block +210 While equipped: ----- def ----- Armour +3 Defense +22 (+11 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +19% cold Proj.evade +5% ---------- misc Talents +5 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
605 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chamogas the Kindleshear (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Res.pen +10% fire Melee Ret 4 fire ----- def ----- Crit.dmg- 10.00% Max.HP +24.00 ---------- misc Max.stam +20.00 Light +3 See.Invis +6 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Flaremalice the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% nature ----- def ----- Resists +11% nature +3% fire Phys.save +12 (+3 eff.) ---------- misc Max.stam +5.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sootroar the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +4 Wil dps ---------- Crit.mult +10.00% Spell.pwr +8 (+4 eff.) Dmg.mod +6% fire +6% mind +12% arcane Res.pen +5% darkness ----- def ----- Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elorata2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex +4 Wil +3 Con dps ---------- Res.pen +6% all Apr +6 ----- def ----- Fatigue -4% Resists +6% acid Crit.dmg- 15.00% ---------- misc Light +4 Infravis +2 See.Invis +12 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. |
Mamas1.0 T3 lite [Rare] Nature While equipped: Stats +5 Cun +2 Mag ----- def ----- Fatigue -4% Max.HP +43.00 ---------- misc Light +6 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 20 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 77.35 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 77.35 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern 'Festersweep'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature +9% fire ---------- misc Light +5 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 8 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 24 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jaeripe the Drem Stone Warden level 23
21st Stralite 123rd year of Ascendancy at 23:21 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jaeripe the Drem Stone Warden level 7
18th Profit 122nd year of Ascendancy at 05:40 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Jaeripe the Drem Stone Warden level 32
37th Profit 123rd year of Ascendancy at 17:19 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Jaeripe the Drem Stone Warden level 20
12nd Steel 123rd year of Ascendancy at 13:01 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jaeripe the Drem Stone Warden level 29
23rd Profit 123rd year of Ascendancy at 19:33 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jaeripe the Drem Stone Warden level 20
13rd Steel 123rd year of Ascendancy at 13:16 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Jaeripe the Drem Stone Warden level 31
31st Profit 123rd year of Ascendancy at 21:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jaeripe the Drem Stone Warden level 10
37th Profit 122nd year of Ascendancy at 22:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jaeripe the Drem Stone Warden level 20
10th Steel 123rd year of Ascendancy at 12:10 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jaeripe the Drem Stone Warden level 30
23rd Profit 123rd year of Ascendancy at 19:33 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Jaeripe the Drem Stone Warden level 23
21st Stralite 123rd year of Ascendancy at 23:21 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jaeripe the Drem Stone Warden level 17
7th Shortage 122nd year of Ascendancy at 06:16 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Jaeripe the Drem Stone Warden level 31
37th Profit 123rd year of Ascendancy at 00:32 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Jaeripe the Drem Stone Warden level 32
37th Profit 123rd year of Ascendancy at 21:21 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jaeripe the Drem Stone Warden level 19
24th Iron 123rd year of Ascendancy at 17:44 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Jaeripe the Drem Stone Warden level 23
21st Stralite 123rd year of Ascendancy at 23:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jaeripe the Drem Stone Warden level 8
34th Profit 122nd year of Ascendancy at 15:52 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Jaeripe the Drem Stone Warden level 23
21st Stralite 123rd year of Ascendancy at 23:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jaeripe the Drem Stone Warden level 11
44th Profit 122nd year of Ascendancy at 14:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jaeripe the Drem Stone Warden level 23
29th Stralite 123rd year of Ascendancy at 12:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jaeripe the Drem Stone Warden level 17
15th Shortage 122nd year of Ascendancy at 18:06 see stats
Log
You gain 3.26 gold from the transmogrification of cruel ash starstaff (111% power, 3 apr, physical element).
You gain 3.28 gold from the transmogrification of creative vined mindstar of life (81% power, 18 apr, mind damage).
You gain 3.42 gold from the transmogrification of creative thorny mindstar of balance (94% power, 24 apr, nature damage).
You gain 20.58 gold from the transmogrification of Cracklemire the steel longsword (111% power, 3 apr).
You gain 2.80 gold from the transmogrification of mighty ash longbow.
You gain 23.91 gold from the transmogrification of ash longbow 'Sewerzephyr,'.
You gain 5.25 gold from the transmogrification of manaburning dwarven-steel greatsword of erosion (143% power, 2 apr).
You gain 0.50 gold from the transmogrification of steel dagger (103% power, 6 apr).
You gain 2.36 gold from the transmogrification of flaming iron dagger of daylight (98% power, 5 apr).
You gain 13.28 gold from the transmogrification of Chamekhad the Flashswift (138% power, 9 apr).
You gain 2.25 gold from the transmogrification of vision rune of the warrior (radius 11; dur 16; see horror).
You gain 1.65 gold from the transmogrification of vision rune (radius 10; dur 17; see undead).
You gain 1.74 gold from the transmogrification of vision rune (radius 10; dur 20; see undead).
You gain 1.39 gold from the transmogrification of shielding rune (absorb 131 for 5 turns).
You gain 1.92 gold from the transmogrification of biting gale rune of the duelist (93 cold damage; freeze 3 turns with power 34).
You gain 2.26 gold from the transmogrification of acid wave rune of the warrior (230 acid damage; disarm 5 turns with power 60).
You gain 1.00 gold from the transmogrification of wild infusion (resist 14%; cure mental).
You gain 0.63 gold from the transmogrification of sun infusion (rad 5; power 20; turns 4; dispels darkness).
There is a way to the next level here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Temporal Rift here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
Saving done.
You enter a zero gravity zone, beware!
Jaeripe deactivates Crystalline Focus.
Jaeripe deactivates Stone Skin.
Jaeripe deactivates Shards.

















































































































