Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
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:
Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! 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. Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release 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 | Demons |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Shining One |
Level / Exp | 44 / 28% |
Size | medium |
Lifes / Deaths | Killed by Cyrilrarin the gwelgoroth at level 34 on the 107th Vengeance 123rd year of Ascendancy at 13:19 2 / 5Killed by Urkis, the High Tempest at level 37 on the 110th Vengeance 123rd year of Ascendancy at 04:17 Killed by glimmering elven blood mage at level 40 on the 118th Vengeance 123rd year of Ascendancy at 02:38 Killed by scintillating elven blood mage at level 44 on the 129th Vengeance 123rd year of Ascendancy at 17:31 Killed by scintillating elven cultist at level 44 on the 129th Vengeance 123rd year of Ascendancy at 18:44 |
Primary Stats
Strength | 33 (base 18) |
Dexterity | 55 (base 28) |
Constitution | 40 (base 33) |
Magic | 95 (base 60) |
Willpower | 31 (base 10) |
Cunning | 88 (base 56) |
Resources
Life | 369/369 |
Positive | 179/179 |
Steam | 100/100 |
Insanity | 100/100 |
Healing Factor | 1.2222297605398 |
Regeneration | 2.7500169612146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 7 |
See Stealth | 22 |
See Invisible | 8 |
Offense: Mainhand
Damage | 53 |
Accuracy | 39 |
Crit Chance | 56% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 81 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Light | +95% |
Blight | +14% |
Physical | +21% |
Fire | +18% |
All | +8% |
Offense: Damage Penetration
Light | +1134% |
Physical | +42% |
Arcane | +22% |
Fire | +1074% |
All | +12% |
Defense: Base
Armour (hardiness) | 75 (71.69962066283%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 3.2811007113924 |
Physical Save | 32 |
Spell Save | 44 |
Mental Save | 55 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 19%( 70%) |
All | + 5%( 70%) |
Darkness | + 20%( 70%) |
Light | + 70%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 57%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Teleport Resistance | 20% |
Confusion Resistance | 20% |
Pinning Resistance | 50% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 572 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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 114 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Demented / Core Gate | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Inner Power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Seals | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Incinerator | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Demented / Prism | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Sunlight | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Mantras | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Shassy'Kaish will help you. Probably. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | Bokulefang the dwarven lantern Bokulefang the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Res.pen +12% all Apr +13 ----- def ----- Defense +11 (+3 eff.) Resists +9% fire +3% nature +5% arcane Crit.chn- 10.00% Phys.save +19 (+9 eff.) Spell.save +16 (+5 eff.) Mind.save +18 (+5 eff.) Max.HP +50.00 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Ce'Nelaith (3 def, 0 armour) Ce'Nelaith (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +13 Wil +15 Cun dps ---------- Spell.crit +4% Mind.crit +7% Spell.pwr +15 (+3 eff.) Dmg.mod +6% blight ----- def ----- Defense +3 (+1 eff.) Mind.save +28 (+8 eff.) ---------- misc Max.mana +60.00 Infravis +7 See.Stealth +22 See.Invis +8 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 71% and attempts to push all creatures other than yourself out of its radius, inflicting 12.61 light damage and 7.63 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | Blindjeer the yew totem of healing [power 296] (39/15 cooldown) Blindjeer the yew totem of healing [power 296] (39/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Armour +4 Resists +3% blight Crit.chn- 10.00% Die.at -80.00 life Disease- +20% Knockbk- +20% Teleport- +20% ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold ring 'Lustrebait' gold ring 'Lustrebait'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +6 Mag +2 Con dps ---------- Dmg.mod +27% light Res.pen +25% light +20% physical ----- def ----- Armour +4 Spell.save +12 (+4 eff.) Rings make your fingers look great! |
On fingers | pixie's stralite ring of luminosity pixie's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +9 Mag dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 19 light Ranged+ 29 light Dmg.mod +13% light Rings make your fingers look great! |
Around neck | Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 338 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | yew starstaff 'Gleambait' (53 - 64 damage, 4 apr, light element) yew starstaff 'Gleambait' (53 - 64 damage, 4 apr, light element) 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Phys.crit +8.0% Spell.crit +6% Phys.pwr +10 (+2 eff.) Spell.pwr +17 (+4 eff.) Dmg.mod +20% light Res.pen +10% light Acc +10 (+3 eff.) Melee Ret 10 light ----- def ----- Armour +10 Resists +5% arcane Mind.save +18 (+5 eff.) Die.at -80.00 life Confus- +20% ---------- misc Mana/turn +4.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 4 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Cyrathra the Glintguile Cyrathra the Glintguile1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Dmg.mod +13% physical Res.pen +25% light +10% physical ----- def ----- Defense +10 (+2 eff.) Resists +9% acid A belt that goes around your waist. |
In off hand | reinforced dwarven-steel shield of the stars (0 def, 10 armour, 133.5 block) reinforced dwarven-steel shield of the stars (0 def, 10 armour, 133.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +7 Mag dps ---------- Dmg.mod +15% light +10% darkness ----- def ----- Armour +10 Fatigue +8% Resists +16% light +16% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Glarewreck the linen cloak (1 def, 0 armour) Glarewreck the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +6% light +30% lightning Crit.chn- 5.00% Die.at -80.00 life HP.reg +2.00 Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | reinforced leather armour 'Floeransom' (19 def, 20 armour) reinforced leather armour 'Floeransom' (19 def, 20 armour) 9.0 T4 light armor [Rare] Master While equipped: Stats +7 Dex +2 Mag +9 Cun dps ---------- Spell.crit +3% S.pwr/crit +8 ----- def ----- Armour +20 Hardiness +20% Defense +19 (+5 eff.) Fatigue +10% Resists +15% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 723%; cd 9) movement infusion of the duelist (speed 723%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 723% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 267; 12 cd) regeneration infusion of the psychic (heal 267; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 26%; mental; dur 3; cd 11) wild infusion of the duelist (res 26%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; physical; dur 2; cd 13) wild infusion of the psychic (res 22%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; physical; dur 4; cd 10) wild infusion of the titan (res 23%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 5; phase 13; cd 19) blink rune of the psychic (range 5; phase 13; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil 2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper ring 'Xeridatta' copper ring 'Xeridatta'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% arcane Acc +10 (+3 eff.) ----- def ----- Crit.chn- 15.00% Blind- +21% ---------- misc Stam/turn +1.00 Mana/s.crit +1.00 Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
Eilinithra the ash magestaff (49 - 59 damage, 3 apr, light element) Eilinithra the ash magestaff (49 - 59 damage, 3 apr, light element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +5 (+1 eff.) Spell.pwr +11 (+2 eff.) Dmg.mod +15% light Acc +7 (+2 eff.) ----- def ----- Defense +12 (+3 eff.) Resists +3% cold +9% fire ---------- misc Light +6 See.Invis +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Flashvault (53 - 64 damage, 4 apr, blight element) Flashvault (53 - 64 damage, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +33% lightning Res.pen +10% darkness +10% acid ----- def ----- Resists +6% acid HP.reg +0.70 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of shielding rough leather belt of shielding1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +5 Create a temporary shield that absorbs 175 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Adutta (2 def, 2 armour) Adutta (2 def, 2 armour)2.0 T1 cloth armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +3% acid +3% physical +7% all Phys.save +16 (+8 eff.) Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubibeth the Rimeworm (0 def, 0 armour) Zubibeth the Rimeworm (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +11% fire +14% nature +6% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Resists +3% mind +16% fire +21% nature +9% all ---------- misc Mana/turn +0.20 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerorin the Gloomrebel (0 def, 4 armour) Aerorin the Gloomrebel (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Spell.crit +2% Spell.pwr +30 (+6 eff.) Res.pen +15% arcane +20% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+7 eff.) Mind.save +18 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blizzardstrider (0 def, 3 armour) Blizzardstrider (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Mag dps ---------- Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Armour +3 Fatigue -3% Resists +3% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Light +3 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Veledavena the Radiancevice (0 def, 7 armour) Veledavena the Radiancevice (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Cun +3 Str dps ---------- Dmg.mod +21% light Melee Ret 10 light ----- def ----- Armour +7 Resists +6% light ---------- misc Infravis +3 See.Invis +6 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
Alusadar (0 def, 1 armour) Alusadar (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +3% blight +3% cold On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Armour +1 Resists +3% acid +5% cold 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. |
Blackstun (0 def, 2 armour) Blackstun (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 cold Dmg.mod +8% cold +24% light +30% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +2 Resists +6% light +8% cold 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. |
Pitchlord the linen wizard hat (1 def, 0 armour) Pitchlord the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% cold Spell.save +12 (+4 eff.) Die.at -60.00 life Disease- +10% Stun/Frz- +10% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 71% and attempts to push all creatures other than yourself out of its radius, inflicting 12.61 light damage and 7.63 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
enlightening drakeskin leather armour of spell shielding (20 def, 8 armour) enlightening drakeskin leather armour of spell shielding (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +6% arcane Spell.save +17 (+5 eff.) Mind.save +13 (+4 eff.) A suit of armour made of leather. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
179 alchemist agate 179 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Borerig (dig speed 14 turns) Borerig (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Cun +4 Con ----- def ----- Mind.save +18 (+5 eff.) Max.HP +23.00 ---------- misc Max.stam +19.00 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Singewend Singewend1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% Dmg.mod +9% fire Res.pen +15% fire ----- def ----- Defense +8 (+2 eff.) Phys.save +14 (+7 eff.) Spell.save +31 (+10 eff.) Mind.save +15 (+5 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Milablek' brass lantern 'Milablek'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% blight +6% fire +3% mind Mind.save +12 (+4 eff.) Max.HP +63.00 Blind- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
fire opal fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of mindblast [power 100] (39/15 cooldown) iron torque of mindblast [power 100] (39/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 48 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Zanintir the elm totem of summon tentacle [power 100] (39/25 cooldown) Zanintir the elm totem of summon tentacle [power 100] (39/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +1% physical Die.at -60.00 life Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 252 Base Damage: 101 Armor: 2 All Resist: 1 Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By fawe the Shalore Shining One level 44
120th Vengeance 123rd year of Ascendancy at 12:45 see stats
By fawe the Shalore Shining One level 42
119th Vengeance 123rd year of Ascendancy at 21:20 see stats
By fawe the Shalore Shining One level 10
72nd Vengeance 123rd year of Ascendancy at 18:54 see stats
By fawe the Shalore Shining One level 20
80th Vengeance 123rd year of Ascendancy at 05:52 see stats
By fawe the Shalore Shining One level 30
97th Vengeance 123rd year of Ascendancy at 19:23 see stats
By fawe the Shalore Shining One level 40
117th Vengeance 123rd year of Ascendancy at 22:31 see stats
By fawe the Shalore Shining One level 43
120th Vengeance 123rd year of Ascendancy at 00:14 see stats
By fawe the Shalore Shining One level 39
117th Vengeance 123rd year of Ascendancy at 13:58 see stats
By fawe the Shalore Shining One level 18
79th Vengeance 123rd year of Ascendancy at 08:28 see stats
By fawe the Shalore Shining One level 31
98th Vengeance 123rd year of Ascendancy at 20:00 see stats
By fawe the Shalore Shining One level 22
82nd Vengeance 123rd year of Ascendancy at 04:03 see stats
Log
9]Fawe's Reflection's weakening light area effect hits Glimmering mean looking elven guard for 50 light damage.
9]Fawe's Reflection's weakening light area effect hits Scintillating elven cultist for (46 flat reduction), 0 light (0 total damage).
9]Fawe's Reflection's weakening light area effect hits Crystalline elven warrior for 48 light damage.
9]Fawe's Reflection's weakening light area effect hits Something for 34 light damage.
9]Fawe's Reflection's weakening light area effect hits Glimmering nightmare horror for 44 light damage.
9]Fawe's Reflection's weakening light area effect hits Something for 39 light damage.
9]Fawe's Reflection's weakening light area effect hits Something for (25 to time), 0 light (0 total damage).
9]Fawe's Reflection's weakening light area effect hits Glimmering mean looking elven guard for 42 light damage.
9]Fawe's Reflection's weakening light area effect hits White crystal for 48 light damage.
9]Fawe's Reflection's weakening light area effect hits Something for 34 light damage.
9]Fawe's Reflection's weakening light area effect hits Crystalline elven warrior for 26 light damage.
9]Fawe's Reflection's weakening light area effect hits Scintillating elven blood mage for (48 flat reduction), 0 light (0 total damage).
9]Fawe's Reflection's weakening light area effect hits Scintillating elven cultist for (38 flat reduction), 0 light (0 total damage).
9]Fawe's Reflection's weakening light area effect hits Crystalline elven warrior for 46 light damage.
9]fawe the level 44 shalore shining one was plagued to death by a scintillating elven cultist on level 1 of Hidden Vault - Scintillating Caverns (2).
9]Fawe's spell attains critical power!
9]Fawe is surging arcane power.
9]Fawe's spell attains critical power!
9]You have 2 life(s) left.
9]Fawe is no longer surging arcane power.
9]You enter a zero gravity zone, beware!
9]From the brink of death you seem to be yanked to another plane.
9]Scintillating elven cultist's Soul Rot killed Fawe's Reflection!
9]Scintillating elven cultist's Soul Rot killed fawe!
9]Fawe's Reflection's weakening light area effect killed White crystal!
9]fawe hits fawe for 7, 114 healing (0 total damage) [115 healing].
9]fawe hits Red crystal for 29 fire damage.
9]fawe hits Crystalline elven warrior for 40 fire damage.
9]Saving game...
9]Saving done.