Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Doombringer |
Level / Exp | 35 / 48% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 09:42 1 / 7Killed by Celia at level 30 on the 68th Pyre 123rd year of Ascendancy at 02:10 Killed by ogric abomination at level 34 on the 24th Dusk 123rd year of Ascendancy at 12:25 Killed by ogric abomination at level 34 on the 25th Dusk 123rd year of Ascendancy at 10:21 Killed by blood lich at level 35 on the 51st Dusk 123rd year of Ascendancy at 09:53 Killed by The Master at level 35 on the 62nd Haze 123rd year of Ascendancy at 18:02 Killed by Seele at level 35 on the 62nd Haze 123rd year of Ascendancy at 18:08 |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 15 (base 12) |
Magic | 35 (base 12) |
Willpower | 28 (base 10) |
Cunning | 53 (base 23) |
Resources
Life | 1139/1139 |
Paradox | 300 |
Stamina | 247/247 |
Vim | 274/274 |
Healing Factor | 1.1660311219417 |
Regeneration | 18.948005731553 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 209 |
Accuracy | 68 |
Crit Chance | 23% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Temporal | +6% |
Mind | +9% |
Physical | +15% |
Cold | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.317011280365 (72.903125182002%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 21 |
Mental Save | 44 |
Defense: Resistances
Blight | + 6%( 70%) |
Physical | + 1%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Lightning | + 10%( 70%) |
Light | + 3%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 9%( 70%) |
Fire | 0%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 325.89 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by ghast. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of iron boots of rushing (0 def, 3 armour) undeterred pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +22% Stun/Frz- +21% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Belota the cashmere wizard hat (27 def, 4 armour) Belota the cashmere wizard hat (27 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +13% cold ----- def ----- Armour +4 Defense +27 (+9 eff.) Resists +19% cold Phys.save +6 (+3 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | Xanewyn the elm totem of healing [power 116] (9/15 cooldown) Xanewyn the elm totem of healing [power 116] (9/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +3% light +6% nature Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Velunor the copper ring Velunor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +6 ----- def ----- Resists +6% blight HP.reg +4.00 Disease- +10% Stun/Frz- +24% ---------- misc Max.vim +30.00 Rings make your fingers look great! |
On fingers | Ce'Navea Ce'Navea0.1 T3 ring jewelry [Rare] Master While equipped: Stats +9 Cun dps ---------- Mind.crit +6% Crit.mult +20.00% Mind.pwr +15 (+6 eff.) ----- def ----- Resists +9% mind HP.reg +6.00 Stun/Frz- +34% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
Around waist | noble's hardened leather belt of valiance noble's hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Against +24% Summoned ----- def ----- D.Red.from +21% Summoned Mind.save +10 (+3 eff.) Max.HP +56.00 A belt that goes around your waist. |
In main hand | stralite greatsword 'Brandclash' (66-106 power, 3 apr) stralite greatsword 'Brandclash' (66-106 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 66.5 - 106.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +8 acid +12 fire On Hit.r1 +20 temporal On Crit.r2 +20 fire While equipped: dps ---------- Dmg.mod +6% acid +6% temporal On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +6% temporal Massive two-handed swords. |
On hands | heroic drakeskin leather gloves of archery (0 def, 8 armour) heroic drakeskin leather gloves of archery (0 def, 8 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +8 Cun +4 Dex dps ---------- Acc +8 (+2 eff.) Apr +10 ----- def ----- Armour +8 Mind.save +10 (+3 eff.) Max.HP +70.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | enlightening stralite mail armour of Eyal (4 def, 8 armour) enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +20 (+6 eff.) Max.HP +36.00 HP.reg +6.00 Heal.mod +12% A suit of armour made of mail. |
Cloak | cashmere cloak 'Emetira' (2 def, 0 armour) cashmere cloak 'Emetira' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +1 Wil dps ---------- Dmg.mod +9% mind +15% physical Res.pen +10% physical Acc +15 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of willpower (+3) grounding steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +28% Amulets make your neck look great! |
Inventory
wild infusion of the duelist (res 29%; physical; dur 4; cd 14) wild infusion of the duelist (res 29%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 55; cd 14) shatter afflictions rune of the wizard (absorb 55; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eremufang the copper amulet Eremufang the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Wil +3 Con ----- def ----- Resists +5% arcane Crit.chn- 5.00% Amulets make your neck look great! |
Xara =5mag= Xara =5mag=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +7 Cun +5 Con dps ---------- Acc +25 (+7 eff.) ----- def ----- Defense +15 (+5 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
copper amulet of magic (+3) =3mag= copper amulet of magic (+3) =3mag=0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
starlit copper amulet of strength (+2) starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
wanderer's gold amulet wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Beogovon the Searpride Beogovon the Searpride0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% acid +15% fire Melee Ret 8 fire ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
Velevea Velevea0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Spell.pwr +15 (+7 eff.) Mind.pwr +6 (+3 eff.) Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.mana +60.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Ce'Nomina' copper ring 'Ce'Nomina'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +20% temporal ----- def ----- Resists +3% blight +22% fire +3% darkness Crit.chn- 5.00% Spell.save +3 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring of power marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +4 (+1 eff.) Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring =3mag= wizard's copper ring =3mag=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
voratun battleaxe 'Amayarim' (60-90 power, 4 apr) voratun battleaxe 'Amayarim' (60-90 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 60.0 - 90.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 blight +27 cold On Crit.r2 +8 blight While equipped: Stats +2 Dex +4 Wil +4 Con ----- def ----- Resists +9% blight +15% acid Massive two-handed battleaxes. |
Frigidpeal the steel dagger (12-16 power, 6 apr) Frigidpeal the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Res.pen +10% mind +15% cold Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +6% light Disarm- +32% ---------- misc Psi/ret +0.12 Max.hate +10.00 Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Xanalenor the Singequencher (53-80 power, 3 apr) Xanalenor the Singequencher (53-80 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 blight +8 fire On Crit.r2 +20 fire On Hit: 20% Epidemic 4 On Hit: * 24% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- Dmg.mod +9% fire Res.pen +25% lightning Melee Ret 8 fire ----- def ----- Resists +12% lightning Disease- +29% ---------- misc Light +2 Massive two-handed mauls. |
dwarven-steel greatmaul of massacre (53-80 power, 2 apr) dwarven-steel greatmaul of massacre (53-80 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master Power 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Poruyawyn the steel greatsword (26-42 power, 16 apr) Poruyawyn the steel greatsword (26-42 power, 16 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +3.0% Atk.spd 100% Phasing +47% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +3 Dex +2 Wil dps ---------- Spell.crit +2% Phys.spd +10% Dmg.mod +3% blight Phasing +10% Acc +13 (+4 eff.) Massive two-handed swords. |
Stokestrike (46-74 power, 2 apr) Stokestrike (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 fire On Crit.r2 +8 nature While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +12% physical Acc +19 (+5 eff.) Melee Ret 6 fire ----- def ----- Phys.save +18 (+7 eff.) Massive two-handed swords. |
blazebringer's steel greatsword of massacre (36-58 power, 2 apr) blazebringer's steel greatsword of massacre (36-58 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +23 fire While equipped: dps ---------- All.spd +3% Res.pen +7% fire Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Searsweep (20-24 power, 4 apr, fire element) Searsweep (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +9 (+4 eff.) Dmg.mod +6% mind +35% fire Res.pen +10% lightning +15% fire ----- def ----- Resists +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of channeling (15-18 power, 3 apr, darkness element) ash starstaff of channeling (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +18 (+9 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of carrying =3mag= spiritwalker's hardened leather belt of carrying =3mag=1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Fatigue -6% ---------- misc Max.enc +25 Mana/turn +0.15 Max.mana +22.00 A belt that goes around your waist. |
Worm Nest (0 def, 0 armour) =15mag= Worm Nest (0 def, 0 armour) =15mag=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +20% Confus- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.60 Max.stam +15.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +20% Confus- +23% Stun/Frz- +25% ---------- misc Stam/turn +0.50 Max.stam +21.00 A pair of boots made of leather. |
Bokuneg (0 def, 2 armour) Bokuneg (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +31 (+8 eff.) Mind.pwr +20 (+8 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +2 Mind.save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scaldwither the hardened leather gloves (0 def, 2 armour) =7mag= Scaldwither the hardened leather gloves (0 def, 2 armour) =7mag=1.0 T2 hands armor [Rare] Nature While equipped: Stats +7 Mag dps ---------- Melee+ 10 nature Dmg.mod +6% blight +6% fire +6% nature Res.pen +25% blight +10% fire Phasing +30% ----- def ----- Armour +2 Resists +7% nature Spell.save +15 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour) =4mag= Helm of the Dwarven Emperors (0 def, 6 armour) =4mag=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
bladed rough leather cap of might (0 def, 1 armour) bladed rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 381.6 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 24.46 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
9 agate 9 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. |
311 alchemist agate 311 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. |
5 onyx 5 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. |
8 aquamarine 8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islinne (dig speed 38 turns) Islinne (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature Max.HP +100.00 Poison- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 28 turns) crystalomancer's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +44.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 emerald 3 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Winterravager' brass lantern 'Winterravager'2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind +6% cold Melee Ret 2 cold ---------- misc Psi/ret +0.04 Max.hate +4.00 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. |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
fire opal 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. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
overpowered steel torque of clear mind [power 3] (9/32 cooldown) overpowered steel torque of clear mind [power 3] (9/32 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 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 Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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
By Seele the Halfling Doombringer level 18
11st Haze 122nd year of Ascendancy at 08:09 see stats
By Seele the Halfling Doombringer level 10
14th Dusk 122nd year of Ascendancy at 02:27 see stats
By Seele the Halfling Doombringer level 18
12nd Haze 122nd year of Ascendancy at 07:12 see stats
By Seele the Halfling Doombringer level 19
21st Haze 122nd year of Ascendancy at 17:55 see stats
By Seele the Halfling Doombringer level 35
37th Haze 123rd year of Ascendancy at 04:25 see stats
By Seele the Halfling Doombringer level 30
67th Pyre 123rd year of Ascendancy at 08:30 see stats
By Seele the Halfling Doombringer level 35
62nd Haze 123rd year of Ascendancy at 18:08 see stats
By Seele the Halfling Doombringer level 6
78th Pyre 122nd year of Ascendancy at 15:10 see stats
By Seele the Halfling Doombringer level 35
41st Haze 123rd year of Ascendancy at 10:33 see stats
By Seele the Halfling Doombringer level 30
49th Pyre 123rd year of Ascendancy at 06:42 see stats
By Seele the Halfling Doombringer level 10
3rd Dusk 122nd year of Ascendancy at 01:29 see stats
By Seele the Halfling Doombringer level 20
22nd Haze 122nd year of Ascendancy at 00:31 see stats
By Seele the Halfling Doombringer level 30
39th Pyre 123rd year of Ascendancy at 17:13 see stats
By Seele the Halfling Doombringer level 26
54th Regrowth 123rd year of Ascendancy at 10:09 see stats
By Seele the Halfling Doombringer level 22
73rd Haze 122nd year of Ascendancy at 02:18 see stats
By Seele the Halfling Doombringer level 26
52nd Regrowth 123rd year of Ascendancy at 01:11 see stats
By Seele the Halfling Doombringer level 16
68th Dusk 122nd year of Ascendancy at 11:15 see stats
By Seele the Halfling Doombringer level 7
3rd Mirth 122nd year of Ascendancy at 09:42 see stats
By Seele the Halfling Doombringer level 10
4th Dusk 122nd year of Ascendancy at 02:35 see stats
By Seele the Halfling Doombringer level 35
45th Haze 123rd year of Ascendancy at 09:59 see stats
By Seele the Halfling Doombringer level 13
41st Dusk 122nd year of Ascendancy at 16:39 see stats
By Seele the Halfling Doombringer level 35
44th Haze 123rd year of Ascendancy at 15:38 see stats
By Seele the Halfling Doombringer level 25
50th Regrowth 123rd year of Ascendancy at 10:40 see stats
By Seele the Halfling Doombringer level 17
76th Dusk 122nd year of Ascendancy at 03:59 see stats
By Seele the Halfling Doombringer level 35
62nd Haze 123rd year of Ascendancy at 18:08 see stats
Log
Ghoulking receives 97 healing from Ghoulking's purging blight area effect.
Ghast receives 97 healing from Ghoulking's purging blight area effect.
Seele casts Reckless Strike.
The Master casts Strike.
The Master's spell attains critical power!
Seele hits Seele for (84 reckless backlash) damage.
Seele hits The Master for 987 physical, 9 acid, 13 fire, 23 temporal, 6 fire, 25 fire (1062 total damage).
Ghoulking performs a diseased attack against Seele.
Ghoulking misses Seele.
Seele is knocked back!
The Master's Strike hits Seele for (41 abyssal shield), 226 physical (226 total damage).
Burning from Seele hits The Master for 5 fire damage.
Ghoul Rot from Ghast hits Seele for (15 abyssal shield), 15 blight (15 total damage).
The Master casts Manathrust.
A Risen Ghoul rises from the corpse of Seele.
The Master hits Seele for (40 abyssal shield), 180 arcane (180 total damage).
Seele the level 35 halfling doombringer was mana-torn to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Master killed Seele!
Saving game...
Saving done.
Talent Burning Sacrifice is ready to use.
Talent Rune: Biting Gale is ready to use.
Ran for 2 turns (stop reason: interesting character).
New Achievement: Fool of a Took! (Nightmare (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!