Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Everyone Options 1.4.5Starts characters off with category points instead of categories known. 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 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. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 18 / 52% |
Size | big |
Lifes / Deaths | Killed by Cyrida the large white snake at level 6 on the 78th Pyre 122nd year of Ascendancy at 08:54 1 / 4Killed by Xanumiratha the copperhead snake at level 7 on the 1st Mirth 122nd year of Ascendancy at 21:02 Killed by giant venus flytrap at level 12 on the 1st Flare 122nd year of Ascendancy at 02:54 Killed by Yvithra the giant netherworm at level 18 on the 69th Dusk 122nd year of Ascendancy at 04:38 |
Antimagic | Follower |
Primary Stats
Strength | 40 (base 37) |
Dexterity | 41 (base 35) |
Constitution | 23 (base 10) |
Magic | 8 (base 10) |
Willpower | 23 (base 10) |
Cunning | 28 (base 24) |
Resources
Life | 607/607 |
Stamina | 164/164 |
Equilibrium | 0 |
Healing Factor | 1.1099022211822 |
Regeneration | 1.3873777764777 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 29.04594975701 |
See Invisible | 29.04594975701 |
Offense: Mainhand
Damage | 77 |
Accuracy | 51 |
Crit Chance | 25% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 51 |
Crit Chance | 17% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +9% |
Blight | +21% |
Mind | +15% |
Nature | +25% |
Offense: Damage Penetration
Darkness | +25% |
Physical | +15% |
Arcane | +10% |
Mind | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 38 (73.594633868923%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 32 |
Mental Save | 37 |
Defense: Resistances
Blight | + 31%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 29%( 70%) |
All | + 11%( 70%) |
Lightning | + 23%( 70%) |
Light | + 14%( 70%) |
Temporal | + 11%( 70%) |
Physical | + 22%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 11%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Krog | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Effects
talent | Quickdraw |
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 |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 63 - 88 Accuracy: 66 (knife) APR: 15 Crit Chance: +13% Crit mult: 165% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 20 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
Escort the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Bleakvenom Bleakvenom2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness +10% arcane Melee Ret 4 acid ----- 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 | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | Glaresmash the dwarven-steel torque of clear mind [power 2] (21 cooldown) Glaresmash the dwarven-steel torque of clear mind [power 2] (21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +3% light +3% darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Tempestblur the copper ring Tempestblur the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +2% physical Max.HP +20.00 Rings make your fingers look great! |
On fingers | marksman's copper ring of perseverance marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | grounding steel amulet of constitution (+3) grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% lightning Stun/Frz- +22% Amulets make your neck look great! |
In main hand | Dedication (43-60 power, 6 apr) Dedication (43-60 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. The set is complete. Power 43.0 - 60.2 Physical Uses 90% Str, 20% Cun Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight Mind.save +15 (+6 eff.) ---------- misc Talents +2 Dual Weapon Defense Masteries +0.10 Race/Krog It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. This item has been sent to the Item's Vault. |
Around waist | Shockspitter Shockspitter1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +21% blight Res.pen +10% mind Melee Ret 4 lightning ----- def ----- Resists +3% blight Mind.save +7 (+3 eff.) Max.HP +57.00 A belt that goes around your waist. |
In off hand | Perseverance (43-60 power, 9 apr) Perseverance (43-60 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. The set is complete. Power 43.0 - 60.2 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+8 eff.) Mind.save +15 (+6 eff.) Confus- +30% Stun/Frz- +10% ---------- misc Masteries +0.10 Race/Krog Whirlwind: Level 2.6 Pwr.cost 17 out of 20/20. Range 2 Travel.spd 2000% of base Description: You quickly move up to 2 tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way. During your movement, you attack all foes within one grid of your path with both weapons for 96% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. This item has been sent to the Item's Vault. |
Cloak | Pitchblast (2 def, 5 armour) Pitchblast (2 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% darkness +15% physical ----- def ----- Armour +5 Defense +2 (+0 eff.) Resists +20% cold Phys.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
copper amulet of dexterity (+3) copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
clarifying steel amulet clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +24% Amulets make your neck look great! |
sneakthief's gold ring of luminosity sneakthief's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun dps ---------- Melee+ 13 light Ranged+ 15 light Dmg.mod +13% light Acc +7 (+2 eff.) Rings make your fingers look great! |
acidic steel battleaxe (24-35 power, 2 apr) acidic steel battleaxe (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Guneladokhad the steel dagger (12-15 power, 6 apr) Guneladokhad the steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 7% chance to slow global speed by 47% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +3% blight +12% fire +6% nature Disarm- +28% Sharp, short and deadly. |
arcing steel dagger of massacre (20-25 power, 6 apr) arcing steel dagger of massacre (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
steel dagger of massacre (17-22 power, 6 apr) steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
psychokinetic quiver of ash arrows (18/18, 22-31 power, 7 apr) psychokinetic quiver of ash arrows (18/18, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Arochik (0 def, 0 armour) Arochik (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Cun +5 Str dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zanukalthothad the cashmere robe (0 def, 0 armour) Zanukalthothad the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +5 Mag +6 Wil +3 Con dps ---------- Dmg.mod +11% lightning +7% physical +8% cold Res.pen +5% acid ----- def ----- Resists +8% lightning +8% cold +3% light +11% all Crit.chn- 5.00% Mind.save +9 (+4 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour (6 def, 4 armour) prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +12% darkness A suit of armour made of leather. |
prismatic cured leather armour of acid resistance (6 def, 4 armour) prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +11% light +11% darkness A suit of armour made of leather. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour) rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% lightning HP.reg +2.40 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
steel mail armour 'Torobers' (2 def, 8 armour) steel mail armour 'Torobers' (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +12% Resists +5% acid +6% physical +6% darkness +9% cold +3% fire Phys.save +11 (+4 eff.) Max.HP +24.00 ---------- misc Max.hate +4.00 Breathe water A suit of armour made of mail. |
Eremuvon the Oozetitan Eremuvon the Oozetitan1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +2 Str ----- def ----- Armour +6 Resists +8% acid +3% nature +5% blight Phys.save +3 (+1 eff.) Stun/Frz- +10% Knockbk- +20% A belt that goes around your waist. |
Samedokhad the hardened leather belt Samedokhad the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+3 eff.) Apr +2 ----- def ----- Resists +12% cold Phys.save +16 (+6 eff.) HP.reg +4.00 A belt that goes around your waist. |
Cyrulle (1 def, 4 armour) Cyrulle (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +4 Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) Poison- +20% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour) regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +2 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Runegund the cashmere cloak (2 def, 0 armour) Runegund the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Cun +4 Con ----- def ----- Defense +2 (+0 eff.) Resists +6% fire Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Murkmaim' (2 def, 0 armour) cashmere cloak 'Murkmaim' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Dmg.mod +13% darkness +3% nature Res.pen +20% darkness On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Defense +2 (+0 eff.) Fatigue -3% Resists +6% acid +13% darkness +7% fire +7% cold +6% lightning Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Brightkiss' (0 def, 5 armour) pair of iron boots 'Brightkiss' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire +15% cold Melee Ret 2 nature ----- def ----- Armour +5 Fatigue +2% Resists +6% fire ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargequick (0 def, 2 armour) Chargequick (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Resists +3% lightning +6% temporal Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Willowvalor (0 def, 2 armour) Willowvalor (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Melee+ 6 acid Dmg.mod +3% acid Res.pen +15% nature ----- def ----- Armour +2 Resists +6% acid +3% darkness ---------- misc Equi/ret +0.08 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fogserpent the dwarven-steel gauntlets (0 def, 2 armour) Fogserpent the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Dex +7 Cun dps ---------- Melee+ 8 cold Dmg.mod +12% arcane +4% cold Res.pen +10% darkness Acc +8 (+3 eff.) Apr +8 Melee Ret 4 darkness ----- def ----- Armour +2 Fatigue +3% Resists +8% cold Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +12 Apr +16 Crit +14.0% Atk.spd 83% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 On Hit: 15% Perfect Strike 3 On Hit: 10% Set Up 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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). Metal gloves protecting the hands up to the middle of the lower arm. |
Harusayahad the Dourparry (15 def, 2 armour) Harusayahad the Dourparry (15 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Dmg.mod +12% darkness +6% physical ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Shinefoe (0 def, 1 armour) Shinefoe (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid Res.pen +15% acid Melee Ret 4 light On Hit (Melee): * 10% chance to reduce armor by 6% ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 A cap made of leather. |
rough leather cap 'Adyldawen' (0 def, 1 armour) rough leather cap 'Adyldawen' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 Blind- +10% Cut- +10% Pinning- +20% Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 140.6 Physical damage. If the attack hits, the target is confused (37% 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. |
rough leather cap 'Bregontir' (0 def, 1 armour) rough leather cap 'Bregontir' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% arcane ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 A cap made of leather. |
rough leather cap 'Islomira' (0 def, 1 armour) rough leather cap 'Islomira' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Max.hate +4.00 Max.psi +10.00 A cap made of leather. |
Veluwyn (0 def, 3 armour) Veluwyn (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Con dps ---------- Mind.crit +1% Mind.pwr +15 (+8 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +60.00 Cut- +20% Teleport- +20% Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
miner's hardened leather cap of the depths (0 def, 5 armour) miner's hardened leather cap of the depths (0 def, 5 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +3% Resists +14% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
6 agate 6 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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. |
3 aquamarine 3 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. |
2 opal 2 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
206 alchemist agate 206 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. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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. |
useless but awesome rock useless but awesome rock0.0 rock misc [Unique] Nature Talk to your pet rock. Uses 9 power out of 10/10 Awesome rock!!! |
Icepeal the dwarven-steel pickaxe (dig speed 23 turns) Icepeal the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Mag dps ---------- Crit.mult +10.00% Mind.pwr +20 (+10 eff.) Melee Ret 2 mind ----- def ----- Resists +9% cold ---------- misc Max.psi +40.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind [power 1] (21 cooldown) iron torque of clear mind [power 1] (21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Getulach the steel torque of gale force [power 185] (13 cooldown) Getulach the steel torque of gale force [power 185] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Resists +9% mind ---------- misc Max.hate +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 185 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Weeplash the ash totem of healing [power 176] (13 cooldown) Weeplash the ash totem of healing [power 176] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% nature Res.pen +15% light ----- def ----- Die.at -20.00 life Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
Achievements
By Bidemkan the Krog Marauder level 10
4th Mirth 122nd year of Ascendancy at 13:01 see stats
By Bidemkan the Krog Marauder level 10
4th Mirth 122nd year of Ascendancy at 13:03 see stats
By Bidemkan the Krog Marauder level 15
9th Dusk 122nd year of Ascendancy at 20:33 see stats
Log
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.
Burning from Yvithra the giant netherworm killed Bidemkan!
Saving game...
Saving done.
Resting starts...
Talent Fan of Knives is ready to use.
Talent Conversion is ready to use.
Talent Flurry is ready to use.
Talent Nature's Touch is ready to use.
Talent Heartseeker is ready to use.
Talent Resonance Field is ready to use.
Talent Whirlwind is ready to use.
Talent Skullcracker is ready to use.
Talent Antimagic Zone is ready to use.
Talent Infusion: Wild is ready to use.
Talent Disengage is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Wrath of the Wilds is ready to use.
Betunne, the worried loremaster says: 'Why have you stopped?'
Betunne, the worried loremaster says: 'The portal is still far away, to the east.'
Talent Fuel Pain is ready to use.
Betunne, the worried loremaster says: 'I am grateful for your aid.'
Betunne, the worried loremaster says: 'I am at full strength.'
Betunne, the worried loremaster says: 'I am glad I found you.'
Talent Quickdraw is ready to use.
Bidemkan activates Quickdraw.
Rested for 50 turns (stop reason: all resources and life at maximum).