











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Marauder |
| Level / Exp | 31 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 14 on the 6th Dusk 122nd year of Ascendancy at 01:30 / 2Killed by orc high cryomancer at level 31 on the 32nd Haze 122nd year of Ascendancy at 05:27 |
Primary Stats
| Strength | 69 (base 58) |
| Dexterity | 78 (base 42) |
| Constitution | 61 (base 34) |
| Magic | 28 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 35 (base 11) |
Resources
| Life | -270/963 |
| Stamina | 70/235 |
| Healing Factor | 1.3311688311689 |
| Regeneration | 0.33279220779222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 32.205720692758 |
| See Invisible | 32.205720692758 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 58 |
| Crit Chance | 39% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 58 |
| Crit Chance | 42% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Darkness | +3% |
| Temporal | +6% |
| Blight | +9% |
| Physical | +15% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +30% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.030927835052%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 29 |
| Physical Save | 33 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 43%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 87% |
| Silence Resistance | 50% |
| Stun Resistance | 96% |
| Poison Resistance | 20% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Constitution 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 mental and physical 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 720% 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 Dexterity stat. |
Class Talents
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 24 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by ghast. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by golem (servant of Belitta the grave wight). Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Eilinyrialle the cave troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by degenerated skeleton warrior. Escort: temporal explorer (level 1 of Dreadfell) | failed |
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +22% Stun/Frz- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Saludatira'1.0 T3 lite [Rare] Disrupt While equipped: ----- def ----- Resists +6% cold +1% physical +3% light +3% all Spell.save +11 (+5 eff.) Max.HP +100.00 Silence- +20% Disarm- +10% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Turoddathad (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Dex +8 Con dps ---------- Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +27% acid A cap made of leather. |
| On hands | Gloromita (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +9% blight Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +9% cold Mind.save +6 (+3 eff.) Max.HP +60.00 Poison- +20% Silence- +10% Knockbk- +10% 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew wand of conjuration 'Halatir' [power 235] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% Dmg.mod +15% physical ----- def ----- Defense +20 (+6 eff.) Resists +12% temporal Fire a magical bolt dealing 235 lightning damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Glodheldawyn the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 physical Ranged+ 9 physical Dmg.mod +12% lightning Res.pen +10% arcane On Hit (Melee): * 12% chance to reduce all saves and defense by 17 * 20% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ----- def ----- Resists +24% lightning Mind.save +7 (+4 eff.) Confus- +21% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 11.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | grounding gold amulet of murder0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +14 ----- def ----- Resists +12% lightning Stun/Frz- +26% Amulets can have magical properties. |
| In main hand | Vorissra (41.5-58.1 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 cold On Hit.r1 +4 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +20% arcane ----- def ----- Resists +3% mind Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +1.00 Sharp, long, and deadly. |
| Around waist | Eclipsedream1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +8 Lck dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +3% cold +3% temporal Stealth +9 ---------- misc T.Disarm +7 Hate/m.crit +1.00 Infravis +4 A belt that goes around your waist. |
| In off hand | Adossra (37-48.1 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 37.0 - 48.1 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +12 temporal +10 fire On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +8 Cun Sharp, short and deadly. |
| Cloak | Haredehir (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +20.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% temporal Apr +2 ----- def ----- Defense +2 (+0 eff.) Fatigue -4% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Gunyzor' (0 def, 11 armour)17.0 T3 massive armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex +7 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +11 Fatigue +22% Resists +7% mind Mind.save +16 (+7 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 60; cd 11)0.1 infusion scroll [Normal] 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 instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 713%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 713% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical; dur 2; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Elelle the Brightmoon0.1 T4 amulet jewelry [Rare] Psionic While equipped: Stats +7 Str +5 Wil +5 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% light Res.pen +10% fire ----- def ----- Resists +9% light +18% fire Mind.save +12 (+6 eff.) Confus- +22% Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Emirin'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +13% mind +9% darkness +3% nature Silence- +10% Confus- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets can have magical properties. |
insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
wanderer's steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing iron dagger of vileness (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
arcing steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% 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. |
dwarven-steel dagger 'Bregonik' (19.5-25.35 power, 9 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +6.0% Atk.spd 100% On Crit.r2 +12 physical While equipped: Stats +10 Con +8 Wil dps ---------- Phys.crit +1.0% Acc +10 (+3 eff.) ----- def ----- Max.HP +28.00 Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Glowransom (45-67.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +24 mind On Hit.r1 +20 light On Hit: * 35% chance to reduce all saves and defense by 17 While equipped: Stats +7 Cun +6 Wil dps ---------- Res.pen +10% light On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +6% temporal +15% fire +30% cold Massive two-handed mauls. |
acidic iron longsword of phasing (10-14 power, 7 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +2.5% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
dwarven-steel longsword 'Gleampulverizer' (30-42 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Phasing +30% On Hit.r1 +12 light While equipped: Stats +4 Str +1 Con dps ---------- Res.pen +5% light ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
flaming dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire Sharp, long, and deadly. |
iron longsword of dampening (13-18.2 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +7% lightning +7% fire +7% cold +2% all Spell.save +5 (+2 eff.) Sharp, long, and deadly. |
truestriking stralite longsword of massacre (43.5-60.9 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +16 (+4 eff.) Apr +11 Sharp, long, and deadly. |
creative pulsing mindstar of disruption (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +19% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +12.00% Mind.pwr +8 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gloramira the iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +8% acid +1% physical +8% lightning +8% fire +7% cold +3% all Crit.dmg- 5.00% Spell.save +5 (+2 eff.) Silence- +20% One-handed war axes. |
Veludhemina the dwarven-steel waraxe (30.5-42.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Cun +1 Mag ----- def ----- Armour +2 Cut- +20% Pinning- +20% One-handed war axes. |
iron waraxe of phasing (13-18.2 power, 8 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +11% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Velura the Searking (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% fire Res.pen +10% fire Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Deepslady' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Defense +1 (+0 eff.) Resists +3% mind Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelewen the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +5 Fatigue +2% Resists +3% darkness Phys.save +6 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Naturebright the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% blight A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 32.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego+] Psionic While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Melee+ 21 mind 19 darkness On Hit (Melee): * 23% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Mind.save -11 (-5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Flashhunt' (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% light HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +21.00 Max.hate +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lisoradheba' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Mag +1 Wil +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable iron mail armour of resilience (2 def, 10 armour)14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Max.HP +26.00 A suit of armour made of mail. |
steel mail armour 'Polariavea' (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +12% blight +3% fire +6% cold Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +29.00 HP.reg +4.00 Disease- +20% A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Issygen the Dimpower (0 def, 7 armour)17.0 T1 massive armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +7 Fatigue +22% Resists +10% blight +11% nature +15% darkness Spell.save +6 (+3 eff.) A suit of armour made of metal plates. |
8 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. |
177 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 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. |
7 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
8 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. |
Bokymnir the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- S.pwr/crit +6 Phasing +30% ----- def ----- Resists +5% arcane Spell.save +3 (+1 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
6 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Velubeth2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +5% arcane +3% cold Spell.save +3 (+1 eff.) Max.HP +20.00 Confus- +20% Pinning- +10% ---------- 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 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. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
focusing stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 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 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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 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. |
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. |
4 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. |
12 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. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Jack Marauderson the Thalore Marauder level 28
14th Haze 122nd year of Ascendancy at 02:18 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Jack Marauderson the Thalore Marauder level 31
28th Haze 122nd year of Ascendancy at 19:34 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Jack Marauderson the Thalore Marauder level 30
25th Haze 122nd year of Ascendancy at 07:04 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Jack Marauderson the Thalore Marauder level 19
32nd Dusk 122nd year of Ascendancy at 19:21 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jack Marauderson the Thalore Marauder level 19
24th Dusk 122nd year of Ascendancy at 17:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jack Marauderson the Thalore Marauder level 10
8th Mirth 122nd year of Ascendancy at 16:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Jack Marauderson the Thalore Marauder level 20
33rd Dusk 122nd year of Ascendancy at 20:44 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Jack Marauderson the Thalore Marauder level 30
24th Haze 122nd year of Ascendancy at 19:03 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Jack Marauderson the Thalore Marauder level 27
11st Haze 122nd year of Ascendancy at 03:12 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Jack Marauderson the Thalore Marauder level 30
25th Haze 122nd year of Ascendancy at 15:34 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jack Marauderson the Thalore Marauder level 8
4th Mirth 122nd year of Ascendancy at 10:00 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Jack Marauderson the Thalore Marauder level 17
22nd Dusk 122nd year of Ascendancy at 11:55 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jack Marauderson the Thalore Marauder level 23
72nd Dusk 122nd year of Ascendancy at 02:16 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Jack Marauderson the Thalore Marauder level 29
23rd Haze 122nd year of Ascendancy at 05:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jack Marauderson the Thalore Marauder level 19
25th Dusk 122nd year of Ascendancy at 04:47 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Jack Marauderson the Thalore Marauder level 14
6th Dusk 122nd year of Ascendancy at 01:30 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jack Marauderson the Thalore Marauder level 27
12nd Haze 122nd year of Ascendancy at 03:22 see stats
Log
Jack Marauderson is unstoppable!
Jack Marauderson HEALS from acid damage!
Orc high pyromancer hits Jack Marauderson for (125 refused), 0 acid (0 total damage).
Orc high pyromancer misses Jack Marauderson.
Jack Marauderson uses Infusion: Movement.
Jack Marauderson is moving at extreme speed!
There is a next level here (press '' or right click to use).
Jack Marauderson slows down.
Jack Marauderson feels pain again.
Talent Flurry is ready to use.
Jack Marauderson fails to disarm a trap (intruder alarm).
Jack Marauderson triggers an alarm!
Jack Marauderson stops regenerating health quickly.
Talent Dual Strike is ready to use.
Jack Marauderson rearms.
Jack Marauderson has finished recovering.
Jack Marauderson no longer revels in blood quite so much.
Talent Lunge is ready to use.
Something hits Jack Marauderson for 270 cold damage.
Jack Marauderson the level 31 thalore marauder was iced to death by an orc high cryomancer on level 1 of Vor Armoury.
Jack Marauderson deactivates Daunting Presence.
































































































































