Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Bikini Tinker 1.7.0Slightly modifies internal tinker implementation so that attaching or detaching a tinker on a bikini or mankini does not count as taking it off for purposes of the associated achievement. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. 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:
Nexus improved tooltips 1.7.4Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. 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: Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.0Donators/Buyers bonus! Ziguranth Genocide 1.7.4After Protector Myssil died some say by the daggers of a shadowy backstabber, while others bespoke of a crazed mage drawing fiendish black magicks, the fanatic Ziguranth order crumbled into chaos, and its numbers dwindled into insignificance. Completely removes Ziguranth patrols after Myssil dies. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. 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. Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Yakri's Stat Changes-mod 1.6.7My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level after 50, so 10% should you reach level 100. Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.04 life regen/turn per point. Added 0.25% Heal Mod per point. Added 1 Stamina per point. Yakri: This is my take on TLR's (thelastraven) stat changes mod. Mainly I just wanted my own exact preferences registered on te4 to be honest. I liked the overall concept, but felt some of the changes were too powerful even for some nightmare runs on mid classes. This mod takes the basic shell of TLR's stat changes, then strips out some extra global bonuses to resists and nerfs some constition changes I felt went too far This mod goes over particularly well with other overpowered fun addons, like the multi-class challenge. There are also maybe some unlisted changes to what willpower does, looks like giving bonuses to mana/stamina/psi? I'm scared to touch that section so far. The game will be a complete cakewalk at lower difficulties, be aware. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. 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:
Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 42 / 11% |
Size | medium |
Lifes / Deaths | Killed by Yralli at level 20 on the 2nd Decay 122nd year of Ascendancy at 22:12 5 / 2Killed by Celia at level 38 on the 1st Summertide 123rd year of Ascendancy at 08:38 |
Primary Stats
Strength | 40 (base 21) |
Dexterity | 95 (base 60) |
Constitution | 60 (base 52) |
Magic | 34 (base 21) |
Willpower | 45 (base 12) |
Cunning | 76 (base 42) |
Resources
Life | 1286/1286 |
Mana | 521/521 |
Stamina | 298/298 |
Equilibrium | 20 |
Healing Factor | 1.565 |
Regeneration | 50.16182864279 |
Speed
Mental | -3.0087043967342E-12% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 11 |
See Stealth | 86.84657160439 |
See Invisible | 92.84657160439 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 144 |
Accuracy | 81 |
Crit Chance | 44% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Fire | +17% |
Lightning | +17% |
Nature | +26% |
Temporal | +15% |
Cold | +11% |
Physical | +8% |
Mind | +11% |
All | +2% |
Offense: Damage Penetration
Physical | +47% |
All | 0% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 48.333955552641 (100%) |
Defense | 86 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 49%( 70%) |
Acid | + 40%( 70%) |
Light | + 34%( 70%) |
Temporal | + 37%( 70%) |
Cold | + 48%( 70%) |
Lightning | + 45%( 70%) |
Fire | + 70%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Disarm Resistance | 32% |
Bleed Resistance | 0% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 517 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 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 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% 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 / Sniper | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Munitions | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Reflection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Piercing Ammunition |
talent | Elemental Harmony |
talent | Pace Yourself |
talent | Counter Shot |
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. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the harried rogue to the recall portal on level 1 of Old Forest. Escort: harried rogue (level 1 of Old Forest)As a reward you improved Cunning by +8. | done |
You successfully escorted the harried rogue to the recall portal on level 8 of Dreadfell. Escort: harried rogue (level 8 of Dreadfell)As a reward you gained talent category Cunning / Poisons (at mastery 0.80). | done |
You failed to protect the injured seer from death by multi-hued drake. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by Wrathroot. Escort: lost anorithil (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Wolfmire. Escort: lost sun paladin (level 2 of Wolfmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the repented thief from death by fire drake hatchling. Escort: repented thief (level 3 of Old Forest) | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 613. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vampire lord fang. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. 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 black mamba head. * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | Blazehunter the pair of hardened leather boots (0 def, 9 armour) Blazehunter the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +9 Resists +8% acid +9% fire +8% lightning +14% cold Max.HP +100.00 Heal.mod +15% Confus- +20% Knockbk- +20% ---------- misc Light +3 A pair of boots made of leather. |
Quiver | Badunaleg the Hailtrial (19/19, 41-49 power, 3 apr) Badunaleg the Hailtrial (19/19, 41-49 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +15.0% Capacity 19 Ranged+ +20 blight +20 cold On Hit.r1 +20 blight +20 cold On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Earamnir Earamnir1.0 T5 lite [Rare] Disrupt While equipped: Stats +4 Dex dps ---------- Phys.pwr +25 (+9 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +9% mind Res.pen +25% physical Acc +25 (+5 eff.) ----- def ----- Resists +3% all Spell.save +13 (+6 eff.) ---------- misc Max.hate +6.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Flowerimmortal (15 def, 3 armour) Flowerimmortal (15 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun +2 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% nature +6% physical Res.pen +10% nature Apr +1 ----- def ----- Armour +3 Defense +15 (+3 eff.) Fatigue +3% Resists +9% acid +11% fire +7% lightning +8% cold A cap made of leather. |
On hands | hardened leather gloves 'Adarenn' (25 def, 2 armour) hardened leather gloves 'Adarenn' (25 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Mind.crit +5% Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +25 (+5 eff.) Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +32% ---------- misc See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Cloudraptor the dragonbone totem of healing [power 560] (8 cooldown) Cloudraptor the dragonbone totem of healing [power 560] (8 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +7 Str +12 Wil dps ---------- Dmg.mod +9% lightning ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Airroar Airroar0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag +9 Cun +2 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% lightning +13% temporal Acc +8 (+2 eff.) ----- def ----- Defense +25 (+5 eff.) Resists +13% temporal Knockbk- +20% Rings make your fingers look great! |
On fingers | Barknail Barknail0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +12% nature Res.pen +5% nature ----- def ----- Resists +9% light +9% fire Max.HP +160.00 HP.reg +23.00 Heal.mod +28% Rings make your fingers look great! |
Around neck | Cobrapower Cobrapower0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +13 Dex +6 Wil dps ---------- Crit.mult +16.00% Acc +8 (+2 eff.) Apr +13 On Hit (Melee): * 10% chance to slow global speed by 63% * 20 arcane resource burn ----- def ----- Resists +9% lightning +9% darkness Amulets make your neck look great! |
In main hand | Dairykath the Torchbearer Dairykath the Torchbearer4.0 T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Crit +5.0% Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- Dmg.mod +15% fire ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
Around waist | balancing drakeskin leather belt of magery balancing drakeskin leather belt of magery1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +7 Mag +6 Wil +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +4% Mind.crit +9% A belt that goes around your waist. |
In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | Hailquarry (2 def, 0 armour) Hailquarry (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun +2 Mag dps ---------- Mind.pwr +30 (+7 eff.) Dmg.mod +9% cold ----- def ----- Defense +2 (+1 eff.) Resists +6% cold Phys.save +8 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the warrior (heal 147; cd 13) healing infusion of the warrior (heal 147; cd 13)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 instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Vargh Redemption 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 3 tidal wave that expands slowly over 7 turns, dealing 15.52 cold and 15.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 30 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Penitence (15-18 power, 4 apr, darkness element) Penitence (15-18 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff This staff offers 30% resistance, 20% affinity to darkness damage. (included above) Cure up to 4 diseases or poisons (based on Magic). Uses 5 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+5 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.5 Pwr.cost 7 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 74.74 physical (gravity) damage. Each target moved beyond the first increases the damage by 9.34 (up to a maximum of 37.37 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Staff of Bones (20-24 power, 4 apr, darkness element) Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+4 eff.) Absorb energies. Uses 497 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Obliterator (48-72 power, 10 apr) Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 40 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Eye of Summer (8-8 power, 18 apr, fire damage) Eye of Summer (8-8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+8 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
barbed pouch of voratun shots of amnesia (20/20, 59-71 power, 6 apr) barbed pouch of voratun shots of amnesia (20/20, 59-71 power, 6 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 59.5 - 71.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
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 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 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. |
Mighty Girdle 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. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 10 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tarryreneg (0 def, 12 armour) Tarryreneg (0 def, 12 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Cun +7 Con dps ---------- Spell.crit +5% S.pwr/crit +6 ----- def ----- Armour +12 Hardiness +7% Resists +6% light +6% physical +6% darkness +5% arcane Spell.save +9 (+4 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +18.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 10 cooldown Level 2.5 Pwr.cost 10 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 52.24 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Lisowen' (0 def, 2 armour) hardened leather gloves 'Lisowen' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Cun +12 Con dps ---------- Melee+ 8 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +10% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical ---------- misc Anom.red +5 Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 2.5 Pwr.cost 8 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yvaleth (0 def, 3 armour) Yvaleth (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +6 Wil +3 Con dps ---------- Res.pen +25% mind ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +12% cold ---------- misc Light +2 Breathe water A cap made of leather. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx 9 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 15 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. |
103 alchemist agate 103 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. |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 50 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 40 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang 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. |
Mr. Hoppy Mr. Hoppy2.0 T3 frog misc [Unique] Arcane While equipped: Stats +10 Lck ----- def ----- Resists +25% cold Pinning- +100% ---------- misc Breathe water Transform a single target into a frog for 7 turns, preventing weapon use and lowering their Strength and Dexterity by 80%.. Uses 10 power out of 20/20 Hop hop! Ribbit ribbit! ...Erm, what? You can't clearly recall what you were doing after gazing into this uncannily well-crafted toy frog's hypnotic glass eyes. You only remember feeling the urge to eat insects and cavort in mud puddles. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 50 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tidereaper the voratun pickaxe (dig speed 5 turns) Tidereaper the voratun pickaxe (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +2 Dex +2 Mag +7 Wil +3 Cun dps ---------- Phys.crit +10.0% Mind.crit +12% Dmg.mod +13% mind +12% fire ----- def ----- Resists +10% blight +9% fire +10% darkness +18% cold Mind.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was hardened by the digestive sack. |
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 (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 power out of 380/400 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. |
Dazzledeath [power 49] (13 cooldown) Dazzledeath [power 49] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% light Res.pen +15% light +20% cold ----- def ----- Resists +5% arcane +24% cold Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Midor [power 278] (8 cooldown) Midor [power 278] (8 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +24% arcane +18% physical ----- def ----- Defense +30 (+6 eff.) ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 8 cooldown Fatigue - 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Yralli the Cornac Skirmisher level 28
43rd Regrowth 123rd year of Ascendancy at 12:48 see stats
By Yralli the Cornac Skirmisher level 41
30th Dusk 123rd year of Ascendancy at 01:51 see stats
By Yralli the Cornac Skirmisher level 38
9th Flare 123rd year of Ascendancy at 08:11 see stats
By Yralli the Cornac Skirmisher level 37
70th Pyre 123rd year of Ascendancy at 04:02 see stats
By Yralli the Cornac Skirmisher level 17
47th Haze 122nd year of Ascendancy at 15:23 see stats
By Yralli the Cornac Skirmisher level 38
10th Dusk 123rd year of Ascendancy at 09:51 see stats
By Yralli the Cornac Skirmisher level 20
63rd Haze 122nd year of Ascendancy at 00:04 see stats
By Yralli the Cornac Skirmisher level 28
38th Regrowth 123rd year of Ascendancy at 16:26 see stats
By Yralli the Cornac Skirmisher level 26
38th Regrowth 123rd year of Ascendancy at 01:22 see stats
By Yralli the Cornac Skirmisher level 26
25th Regrowth 123rd year of Ascendancy at 21:07 see stats
By Yralli the Cornac Skirmisher level 28
43rd Regrowth 123rd year of Ascendancy at 10:29 see stats
By Yralli the Cornac Skirmisher level 10
40th Dusk 122nd year of Ascendancy at 15:54 see stats
By Yralli the Cornac Skirmisher level 20
62nd Haze 122nd year of Ascendancy at 06:02 see stats
By Yralli the Cornac Skirmisher level 30
78th Regrowth 123rd year of Ascendancy at 09:37 see stats
By Yralli the Cornac Skirmisher level 40
24th Dusk 123rd year of Ascendancy at 19:55 see stats
By Yralli the Cornac Skirmisher level 37
78th Pyre 123rd year of Ascendancy at 05:34 see stats
By Yralli the Cornac Skirmisher level 23
10th Decay 122nd year of Ascendancy at 10:19 see stats
By Yralli the Cornac Skirmisher level 28
43rd Regrowth 123rd year of Ascendancy at 12:48 see stats
By Yralli the Cornac Skirmisher level 13
9th Haze 122nd year of Ascendancy at 04:38 see stats
By Yralli the Cornac Skirmisher level 28
43rd Regrowth 123rd year of Ascendancy at 12:48 see stats
By Yralli the Cornac Skirmisher level 31
18th Pyre 123rd year of Ascendancy at 01:25 see stats
By Yralli the Cornac Skirmisher level 16
36th Haze 122nd year of Ascendancy at 07:38 see stats
By Yralli the Cornac Skirmisher level 18
60th Haze 122nd year of Ascendancy at 20:21 see stats
By Yralli the Cornac Skirmisher level 31
17th Pyre 123rd year of Ascendancy at 09:53 see stats
By Yralli the Cornac Skirmisher level 34
60th Pyre 123rd year of Ascendancy at 16:08 see stats
By Yralli the Cornac Skirmisher level 23
10th Decay 122nd year of Ascendancy at 04:49 see stats
By Yralli the Cornac Skirmisher level 41
29th Dusk 123rd year of Ascendancy at 05:59 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Yralli has regained its confidence.
You gain 8.52 gold from the transmogrification of Voroseda the hardened leather cap (0 def, 3 armour).
You extract jade from reinforced stralite shield of earthen fury (0 def, 19 armour, 48-57 power, 187.5 block)
You gain 16.00 gold from the transmogrification of jade.
You extract fire opal from Rainmonster the voratun dagger (37-48 power, 9 apr)
You gain 20.00 gold from the transmogrification of fire opal.
You extract ruby from balanced stralite dagger of erosion (27-35 power, 9 apr)
You gain 16.00 gold from the transmogrification of ruby.
You extract quartz from caustic dwarven-steel longsword of evisceration (25-35 power, 4 apr)
You gain 12.00 gold from the transmogrification of quartz.
You gain 5.86 gold from the transmogrification of surging short elven-wood magestaff of warding (25-30 power, 5 apr, arcane element).
You gain 9.73 gold from the transmogrification of magelord's elven-wood magestaff of warding (25-30 power, 5 apr, cold element).
You gain 7.74 gold from the transmogrification of infernal short elven-wood magestaff of power (25-30 power, 5 apr, lightning element).
You gain 0.66 gold from the transmogrification of shatter afflictions rune (absorb 54; cd 21).
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Flare is ready to use.
Talent Kneecapper is ready to use.
Talent Noggin Knocker is ready to use.
Talent Enhanced Munitions is ready to use.
Talent Block is ready to use.
Talent Bash and Smash is ready to use.
Adventurers party kills Something.
Ran for 6 turns (stop reason: hostile spotted to the northeast (adventurers party)).
Today is the 31st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.