Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 29 / 36% |
| Size | big |
| Lifes / Deaths | Killed by Ivylemira the losselhing at level 23 on the 41st Haze 122nd year of Ascendancy at 11:53 / 2Killed by Cyrewe the skeleton master archer at level 29 on the 16th Regrowth 123rd year of Ascendancy at 19:50 |
Primary Stats
| Strength | 77 (base 60) |
| Dexterity | 25 (base 12) |
| Constitution | 25 (base 12) |
| Magic | 37 (base 35) |
| Willpower | 15 (base 12) |
| Cunning | 41 (base 30) |
Resources
| Psi | 78/105 |
| Vim | 196/212 |
| Life | -468/884 |
| Positive | 82/134 |
| Stamina | 148/196 |
| Paradox | 300 |
| Healing Factor | 1.6453846153847 |
| Regeneration | 5.1829615384617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19% |
| Spell | 0% |
| Global | +71.428571428571% |
Vision
| Sight | 10 |
| Lite | -3 |
| Infravision | 9 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 40 |
| Crit Chance | 18% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 150.40849355142 (96.694915254237%) |
| Defense | 35 |
| Ranged Defense | 40 |
| Fatigue | 50 |
| Physical Save | 54 |
| Spell Save | 42 |
| Mental Save | 19 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 29% |
| Bleed Resistance | 100% |
| Disarm Resistance | 36% |
| Silence Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Furnace | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic pact | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Matter Weaving |
| talent | Furnace |
| talent | Grinding Shield |
| talent | Beyond the Flesh |
| detrimental effect | Reduces global action speed by 40%. Slow |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Huge cut that bleeds, doing 2.33 physical damage per turn. Bleeding |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | You have 2 charges. Molten Point |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | On death will restore to the source up to 2 times the vim's worth. Bleak Outcome |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | 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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | 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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 8. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within14 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Kilnwrack the yew magestaff (124% power, 4 apr, fire element) Kilnwrack the yew magestaff (124% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 124% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +6% mind Changes resistances penetration: +25% fire Changes damage: +20% fire Talents granted: +4 Flame Bolts +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Cinderravager the hardened leather gloves (0 def, 2 armour) Cinderravager the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 blight Changes resistances: +7% blight / +9% fire Changes damage: +6% blight / +21% fire / +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Veloriavena Veloriavena Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Dex Changes damage: +15% darkness Physical save: +12 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +40.00 Light radius: -1 Infravision radius: +6 See invisible: +6 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cinderwind (0 def, 3 armour) Cinderwind (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 fire Changes stats: +7 Str / +7 Dex / +0 Cun Changes resistances: +12% lightning / +6% fire Changes resistances penetration: +25% fire Changes damage: +6% fire Mental save: +0 (+0 eff.) Silence immunity: +30% A hat made of leather. Very stylish. |
| On feet | Arazor the Flaremire (0 def, 4 armour) Arazor the Flaremire (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +4 Fatigue: -4% Changes stats: +2 Str Changes resistances penetration: +25% fire Maximum encumbrance: +30 Physical save: +27 (+8 eff.) Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Xeruvena [power 29] (29/20 cooldown) Xeruvena [power 29] (29/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Changes stats: +2 Str Changes damage: +6% physical Only die when reaching: -80.00 life Maximum life: +30.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 29 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Beliretta Beliretta Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+6 eff.) Changes stats: +4 Cun Grants telepathy: Humanoid/Orc Disarm immunity: +36% Pinning immunity: +29% Knockback immunity: +37% Life regen: +1.30 Equilibrium when hit: +0.08 Vim when hit: +0.00 Vim when hitting in melee: +2.00 Maximum life: +113.00 Movement speed: +19% Healing mod.: +30% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| On fingers | Sparkblack the steel ring Sparkblack the steel ring Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +5 Cun / +5 Wil Changes resistances: +6% acid / +27% fire / +5% arcane Changes damage: +12% fire Stun/Freeze immunity: +22% Life regen: +1.60 Vim when hit: +0.00 Vim when hitting in melee: +2.00 Mindpower: +7 (+3 eff.) Rings can have magical properties. |
| Around neck | Hanihor the Nightspire Hanihor the NightspireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% light / +6% fire Changes damage: +9% darkness Spell save: +30 (+10 eff.) Cut immunity: +60% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Razorlock (132% power, 24 apr) Razorlock (132% power, 24 apr) Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 132% Range: 1.5x Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+5 eff.) Fatigue: +13% Talents granted: +3 Flame Bolts +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. This item has been sent to the Item's Vault. |
| Around waist | Takath the hardened leather belt Takath the hardened leather belt |
| In off hand | Eclipsepanic the voratun shield (12 def, 47 armour, 615 block) Eclipsepanic the voratun shield (12 def, 47 armour, 615 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +47 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +2 Dex / +13 Con Changes resistances: +12% temporal Talents granted: +3 Blood Shield +5 Block Physical save: +30 (+9 eff.) Only die when reaching: -40.00 life Handheld deflection devices. This item has been sent to the Item's Vault. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour) Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +18% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +30% Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 13/60) : Effective talent level: 1.2 Power cost: 60 out of 13/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 79.49 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
| Main armor | voratun plate armour 'Infernocast' (9 def, 24 armour) voratun plate armour 'Infernocast' (9 def, 24 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 16 acid / 16 fire Damage when hit (Melee): 16 acid / 12 fire / 8 blight / 0 physical Changes resistances: +34% acid / +11% physical / +10% cold / +13% lightning / +53% fire Changes resistances penetration: +5% blight Changes damage: +3% arcane Talent granted: +3 Fiery Cleansing Critical mult.: +10.00% Reduces incoming crit damage: 0.00% Vim when firing critical spell: +5.00 Global speed: +0% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
movement infusion of the warrior (637% speed; 8 turns) movement infusion of the warrior (637% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 637% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 503 over 5 turns) regeneration infusion of the warrior (heal 503 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 26%; cure magical, mental) wild infusion of the warrior (resist 26%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 magical or mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 589 for 6 turns) shielding rune of the warrior (absorb 589 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 589 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Thunderbraze' copper amulet 'Thunderbraze'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 4 light Changes resistances: +14% light / +11% darkness Changes damage: +3% light / +3% lightning Blindness immunity: +21% Amulets can have magical properties. |
voratun amulet 'Kuradur' voratun amulet 'Kuradur'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+5 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str / +5 Mag / +5 Con Changes resistances: +3% blight Changes resistances cap: +7% all Physical save: +50 (+14 eff.) Life regen: +2.40 Maximum life: +69.00 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Glolratha the Undeathdash Glolratha the UndeathdashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% mind Changes resistances penetration: +25% nature / +15% mind Changes damage: +6% nature Mental save: +6 (+3 eff.) Rings can have magical properties. |
Glorabretha the gold ring Glorabretha the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +6 Con Changes resistances: +9% temporal Physical save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +15% Rings can have magical properties. |
sneakthief's steel ring of fire (+20%) sneakthief's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
Xyda (158% power, 3 apr) Xyda (158% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 159% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +14 Physical crit. chance: +14.0% Changes stats: +7 Str / +2 Dex / +4 Con Changes damage: +3% acid / +14% physical Critical mult.: +26.00% Stamina when hit: +2.00 Light radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Ce'Nida' (135% power, 4 apr)dwarven-steel mace 'Ce'Nida' (135% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +5 Wil / +5 Mag Changes resistances: +9% temporal Changes resistances penetration: +25% blight / +20% mind Changes damage: +12% temporal Spellpower: +11 (+5 eff.) Blunt and deadly. |
Kindleblast the elm magestaff (111% power, 2 apr, fire element) Kindleblast the elm magestaff (111% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% blight / +10% fire Changes damage: +27% blight / +25% fire Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of projection (140% power, 5 apr, cold element) potent elven-wood magestaff of projection (140% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 141% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% cold Talent granted: +1 Command Staff Spellpower: +18 (+8 eff.) Spell crit. chance: +7% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 35.17 to 42.21 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Smearsweeper the steel steamsaw (113% power, 8 apr) Smearsweeper the steel steamsaw (113% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 113% Range: 1.5x Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +26 Damage (Melee): +18 insidious poison / +7 darkness Damage against: +7% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +9% cold / +6% fire Talent granted: +1 Block Maximum life: +47.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling dwarven-steel steamsaw of radiance (124% power, 14 apr) crackling dwarven-steel steamsaw of radiance (124% power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 124% Range: 1.5x Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +43 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 15% chance to blind * 12% chance to daze at end of turn Changes stats: +2 Dex / +2 Mag / +3 Con Changes resistances: +15% lightning / +12% light Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cinderwhisper the rough leather belt Cinderwhisper the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 16 nature / 20 fire Changes resistances: +6% cold / +7% fire Changes resistances penetration: +10% fire Changes damage: +0% acid / +9% fire / +0% nature / +0% blight A belt that goes around your waist. |
Isawen IsawenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +2 (+0 eff.) Changes resistances: +3% temporal Blindness immunity: +5% Stamina each turn: +0.20 Maximum life: +35.00 A belt that goes around your waist. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness A belt that goes around your waist. |
Arirawyn the cashmere cloak (2 def, 9 armour) Arirawyn the cashmere cloak (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Cun / +3 Con Changes resistances: +14% cold Reduces incoming crit damage: 15.00% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camaroddafang the linen cloak (1 def, 12 armour) Camaroddafang the linen cloak (1 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +1 (+0 eff.) Changes resistances: +14% cold Changes damage: +9% blight Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islildath (2 def, 12 armour) Islildath (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +12 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +5 Dex Stamina each turn: +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindleparry (2 def, 0 armour) Kindleparry (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +3 Wil / +3 Mag Changes resistances: +0% lightning Changes resistances penetration: +10% fire Changes damage: +21% fire Stun/Freeze immunity: +0% Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cuthidechik' (1 def, 2 armour) linen cloak 'Cuthidechik' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% acid / +3% darkness / +0% lightning Physical save: +6 (+2 eff.) Pinning immunity: +25% Stun/Freeze immunity: +0% Knockback immunity: +10% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerasadelach the Furnacereign (0 def, 1 armour) Zerasadelach the Furnacereign (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 fire Changes resistances: +15% fire Changes resistances penetration: +20% mind / +10% fire Changes damage: +9% fire A pair of boots made of leather. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Falekalthorin' (9 def, 1 armour) iron gauntlets 'Falekalthorin' (9 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 6 fire Changes stats: +1 Str Changes resistances: +6% fire / +3% cold Changes resistances penetration: +20% physical Changes damage: +4% fire Critical mult.: +6.00% Spell save: +3 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of strength (+3) (0 def, 6 armour) sand iron gauntlets of strength (+3) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nylrabeth (7 def, 14 armour) Ce'Nylrabeth (7 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +14 Defense: +7 (+3 eff.) Fatigue: +5% Changes stats: +7 Dex / +2 Cun / +14 Lck Changes resistances: +14% darkness / +5% all Physical save: +55 (+15 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +6 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (6 def, 0 armour) Crown of Burning Pain (6 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +2 Cun / +2 Wil Changes resistances: +15% fire Changes damage: +15% fire It can be used to activate talent Meteor Rain (costing 42 power out of 50/50) : Effective talent level: 2.0 Power cost: 42 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 70.83 fire and 46.45 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Duskrune the iron helm (0 def, 3 armour) Duskrune the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes resistances: +21% fire Changes resistances penetration: +10% darkness Changes damage: +6% darkness Stamina when hit: +0.80 Equilibrium when hit: +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glinttouch (1 def, 0 armour) Glinttouch (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +6 Str / +2 Mag / +3 Cun / +4 Con Changes resistances: +7% lightning / +7% temporal Light radius: +3 A pointy cloth hat, very wizardly... |
Lisarata (0 def, 3 armour) Lisarata (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +5 Dex / +1 Con Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Turygen the Stokewake (1 def, 0 armour) Turygen the Stokewake (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 20 fire Changes resistances: +16% cold / +9% light / +12% fire Changes resistances penetration: +15% light / +10% fire Changes damage: +11% cold A pointy cloth hat, very wizardly... |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
724 alchemist agate 724 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [Walrog] (level 42, mainhand) demon seed [Walrog] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 24, mainhand) demon seed [dolleg] (level 24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 3 The seed of a demon. |
demon seed [dolleg] (level 27, body) demon seed [dolleg] (level 27, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 29, finger) demon seed [dolleg] (level 29, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 30, finger) demon seed [dolleg] (level 30, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 33, offhand) demon seed [dolleg] (level 33, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +27% blight Reduce damage by fixed amount: +17 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 38, body) demon seed [dolleg] (level 38, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 47, body) demon seed [dolleg] (level 47, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 28, body) demon seed [dúathedlen] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 32, offhand) demon seed [dúathedlen] (level 32, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 21, offhand) demon seed [fire imp] (level 21, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +21% fire Reduce damage by fixed amount: +11 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 28, body) demon seed [quasit] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 25, body) demon seed [thaurhereg] (level 25, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +62% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 29, mainhand) demon seed [thaurhereg] (level 29, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 3 The seed of a demon. |
demon seed [thaurhereg] (level 30, finger) demon seed [thaurhereg] (level 30, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 42, mainhand) demon seed [thaurhereg] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [thaurhereg] (level 45, mainhand) demon seed [thaurhereg] (level 45, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 28, body) demon seed [uruivellas] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +16% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 28, mainhand) demon seed [uruivellas] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 28, offhand) demon seed [uruivellas] (level 28, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +3 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 29, body) demon seed [uruivellas] (level 29, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +16% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 32, offhand) demon seed [uruivellas] (level 32, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +4 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 42, body) demon seed [uruivellas] (level 42, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +19% Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 25, finger) demon seed [water imp] (level 25, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 27, finger) demon seed [water imp] (level 27, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 31, mainhand) demon seed [water imp] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 34, body) demon seed [water imp] (level 34, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 36, finger) demon seed [water imp] (level 36, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, offhand) demon seed [wretchling] (level 31, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +26% acid Reduce damage by fixed amount: +16 acid Demon status: alive (100% life). The seed of a demon. |
Brodygohell the dwarven-steel pickaxe (dig speed 10 turns) Brodygohell the dwarven-steel pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Defense: +5 (+2 eff.) Changes stats: +7 Str / +1 Mag / +5 Wil Changes resistances: +7% physical Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Spell crit. chance: +3% Mental crit. chance: +6% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 53/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Abyssjam the brass lantern Abyssjam the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +9% fire Changes resistances penetration: +20% nature Changes damage: +6% nature / +9% fire Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Mucusquill' brass lantern 'Mucusquill'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 11 fire Changes resistances: +5% fire Changes resistances penetration: +5% nature Changes damage: +18% nature Light radius: +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 684.42 fire damage (based on Magic), costing 50 power out of 12/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
dwarven steel mental stimulator dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
Nerytira the dwarven-steel torque of mindblast [power 213] (29/6 cooldown) Nerytira the dwarven-steel torque of mindblast [power 213] (29/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 physical Changes resistances: +12% lightning / +12% temporal / +6% nature Changes resistances penetration: +20% physical It can be used to fire a blast of psionic energies in a range 6 beam dealing 106.50 to 213.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Betama the elven-wood wand of clairvoyance [power 12] (29/6 cooldown) Betama the elven-wood wand of clairvoyance [power 12] (29/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Maximum wards: +2 lightning / +3 temporal / +5 blight / +3 fire / +2 cold Changes damage: +12% physical Talents granted: +2 Void Blast +1 Ward Healing mod.: +10% It can be used to reveal the area around you, dispelling darkness (radius 12, power 58 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Scaldgrinder [power 41] (29/15 cooldown) Scaldgrinder [power 41] (29/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight / 8 fire Changes resistances: +12% fire Changes resistances penetration: +25% fire Changes damage: +9% fire Maximum vim: +11.00 It can be used to disarm traps (41 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Furnacescar' [power 157] (29/10 cooldown) ash wand of conjuration 'Furnacescar' [power 157] (29/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Changes damage: +6% fire Silence immunity: +5% Pinning immunity: +10% It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Best album ever! (Madness (Roguelike) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By Xanth the Koloss the Ogre Adventurer level 28
5th Allure 123rd year of Ascendancy at 21:29 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Xanth the Koloss the Ogre Adventurer level 17
73rd Dusk 122nd year of Ascendancy at 00:36 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Xanth the Koloss the Ogre Adventurer level 25
5th Decay 122nd year of Ascendancy at 14:07 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Xanth the Koloss the Ogre Adventurer level 22
22nd Haze 122nd year of Ascendancy at 14:17 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Xanth the Koloss the Ogre Adventurer level 28
6th Allure 123rd year of Ascendancy at 22:28 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Xanth the Koloss the Ogre Adventurer level 10
7th Dusk 122nd year of Ascendancy at 23:02 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Xanth the Koloss the Ogre Adventurer level 20
14th Haze 122nd year of Ascendancy at 04:01 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Xanth the Koloss the Ogre Adventurer level 17
52nd Dusk 122nd year of Ascendancy at 19:20 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Xanth the Koloss the Ogre Adventurer level 25
53rd Haze 122nd year of Ascendancy at 07:19 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Xanth the Koloss the Ogre Adventurer level 8
5th Dusk 122nd year of Ascendancy at 07:25 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Xanth the Koloss the Ogre Adventurer level 7
9th Mirth 122nd year of Ascendancy at 18:38 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Xanth the Koloss the Ogre Adventurer level 25
52nd Haze 122nd year of Ascendancy at 15:17 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Xanth the Koloss the Ogre Adventurer level 22
22nd Haze 122nd year of Ascendancy at 07:01 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Xanth the Koloss the Ogre Adventurer level 14
22nd Dusk 122nd year of Ascendancy at 21:15 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Xanth the Koloss the Ogre Adventurer level 23
41st Haze 122nd year of Ascendancy at 11:53 see stats
Log
Khulmanar, General of Urh'Rok hits Xanth the Koloss for 43 mind damage.
Xanth the Koloss's Flame Bolts hits Khulmanar, General of Urh'Rok for 98 fire damage.
Xanth the Koloss's Flame Bolts hits Cyrewe the skeleton master archer for 109 fire damage.
Xanth the Koloss's Flame Bolts hits Khulmanar, General of Urh'Rok for 98 fire damage.
Xanth the Koloss's Flame Bolts hits Lisiwen the skeleton archer for (35 converted), 82 fire (82 total damage).
Xanth the Koloss's Flame Bolts hits Khulmanar, General of Urh'Rok for 98 fire damage.
Xanth the Koloss's Flame Bolts hits Khulmanar, General of Urh'Rok for 98 fire damage.
Xanth the Koloss's Flame Bolts hits Cyrewe the skeleton master archer for 109 fire damage.
Cold drake hatchling hits Something for 50 physical damage.
Cyrewe the skeleton master archer's Shoot hits Xanth the Koloss for 94 physical, 1 physical (95 total damage).
Degenerated skeleton archer's Shoot hits Cold drake hatchling for 61 physical, 25 arcane (86 total damage).
Layalaith the ghoul resists the mind attack!
Layalaith the ghoul's Throwing Knife hits Xanth the Koloss for 3 physical damage.
Xanth the Koloss hits Layalaith the ghoul for 7 lightning, 50 fire, 16 acid, 8 blight, 8 mind (89 total damage).
Nerivea the forest wight's Drain hits Xanth the Koloss for 229 blight damage.
Xanth the Koloss is no longer pinned.
Talent Barrier is ready to use.
Bleeding from Cyrewe the skeleton master archer hits Xanth the Koloss for 2 physical damage.
Xanth the Koloss receives 38 healing.
Khulmanar, General of Urh'Rok casts Congeal Time.
Lisiwen the skeleton archer casts Temporal Bolt.
Lisiwen the skeleton archer hits Xanth the Koloss for 241 temporal damage.
Khulmanar, General of Urh'Rok's firestorm hits Xanth the Koloss for 117 fire damage.
Cyrewe the skeleton master archer shoots!
Layalaith the ghoul uses Throwing Knives.
Layalaith the ghoul receives 129 healing.
Something hits Xanth the Koloss for 128 lightning damage.
Cold drake hatchling hits Something for 52 physical damage.
Degenerated skeleton archer's Shoot misses cold drake hatchling.
Saving game...
