
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.4Official Expansion!Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: FlexSpec Respec Limitation Relaxer 1.5.5(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Embers of Rage 1.7.4Official Expansion!Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 24 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nyth the eternal bone giant at level 24 on the 9th Wealth 122nd year of Ascendancy at 15:58 5 / 1 |
Primary Stats
| Strength | 78 (base 52) |
| Dexterity | 10 (base 12) |
| Constitution | 29 (base 12) |
| Magic | 44 (base 44) |
| Willpower | 18 (base 12) |
| Cunning | 14 (base 12) |
Resources
| Life | 609/609 |
| Mana | 218/218 |
| Stamina | 209/209 |
| Soul | 7/7 |
| Healing Factor | 1.1524687383467 |
| Regeneration | 2.5930546612802 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 46 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Light | +25% |
| Mind | +3% |
| Darkness | +15% |
| Physical | +21% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Physical | +45% |
Defense: Base
| Armour (hardiness) | 50.551211628464 (88.607947236566%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 23 |
| Physical Save | 43 |
| Spell Save | 24 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 10%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 6%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Confusion Resistance | 20% |
| Stun Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. 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 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 483% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 396 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Glacial waste | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Spectre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Spikes of Decrepitude |
| talent | Raze |
| talent | Utterly Destroyed |
| talent | Grim Shadow |
| talent | Chant of Fortress |
| talent | Hiemal Shield |
| 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
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
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 Strength by +5. | done |
You failed to protect the lost warrior from death by Areyariatta the giant acid ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Beterin the stone troll. Escort: repented thief (level 4 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Ariblek the pair of iron boots (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Damage +15% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue -3% Physical save +12 (+4 eff.) Unlife -80.00 life other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 62, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 210.45 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Dagoromidur (0 def, 4 armour) =pen=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Con offense ------ Critical power +15.00% Damage +6% physical Ignore resists +25% physical Accuracy +20 (+7 eff.) defense ------ Armor +4 Fatigue +4% Resistance +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | soothing dwarven-steel torque of psionic shield [power 73] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 11 light Damage +10% light other ------- Light +4 Infravision +4 Rings make your fingers look great! |
| On fingers | gladiator's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con offense ------ Physical Power +6 (+2 eff.) On-Hit 8 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 21 other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around waist | Gluwe the Plagueraider1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +20% physical Ignore Armor +1 On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Unlife -20.00 life Life +34.00 other ------- Max stamina +10.00 A belt that goes around your waist. |
| In main hand | hateful dwarven-steel battleaxe of massacre (149% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 149% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 darkness Damage Against +10% Living Massive two-handed battleaxes. |
| On hands | Blazequell the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ Spellpower +15 (+5 eff.) On-Hit 5 lightning 8 fire Damage +4% lightning +3% fire Ignore resists +10% light When Hit 2 arcane defense ------ Armor +2 Resistance +5% lightning +5% fire Life Regen +2.00 other ------- Stamina/turn +0.70 Mana-on-crit +1.00 Max stamina +10.00 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. |
| Main armor | Betharemina the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +9 Fatigue +22% Resistance +6% acid +6% physical +3% light +5% lightning +23% fire +3% nature +7% cold Life +39.00 Disarm Resist +26% Stun Resist +24% Knockbk Resist +24% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Durasin (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +6 (+3 eff.) Resistance +3% nature +6% mind Life +33.00 Confus Resist +20% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Merim the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Mindpower +15 (+8 eff.) Damage +3% mind defense ------ Resistance +10% lightning +9% acid +3% blight Stun Resist +22% Amulets make your neck look great! |
Inventory
steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 135; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 442%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
acid wave rune (damage 32; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 32.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
grounding copper amulet of willpower (+3) =stun will=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
mindweaver's copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Dex +2 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Mind save +5 (+3 eff.) Confus Resist +11% Amulets make your neck look great! |
starlit copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
wanderer's gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +5 Cun +3 Con offense ------ Move Speed +10% On-Hit 7 light 7 darkness Damage +6% light +8% darkness When Hit: * 7% chance to reduce damage dealt by 17% * 6% chance to blind defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
wanderer's gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 Blind Resist +10% other ------- Stamina/turn +0.50 Infravision +4 Sight +2 See Invis +8 Amulets make your neck look great! |
Nimbuswar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +25% nature +5% lightning When Hit 2 lightning 2 darkness defense ------ Resistance +6% darkness Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
copper agate ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +6 Mag +6 Wil +1 Cun +1 Con offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
copper zircon ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +1 Resistance +6% blight +6% nature +1% all Poison Resist +13% Disease Resist +11% Rings make your fingers look great! |
psionicist's copper ring =will=0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of the mind (+12%) =will=0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +12% mind defense ------ Resistance +12% mind Mind save +6 (+3 eff.) Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
Aeruramalar the Sparkslice (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +8 mind On Hit: * 20% chance to slow global speed by 47% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil offense ------ Physical Crit +10.0% Damage +9% lightning When Hit 4 lightning defense ------ Resistance +3% lightning Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Shinewreath the woollen robe (0 def, 0 armour) =will=2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +3% light +12% cold Ignore resists +10% arcane defense ------ Resistance +3% light +18% cold +5% arcane +9% all Mind save +17 (+9 eff.) other ------- Mana/turn +0.16 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Loradunarion the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Spell Crit +1% defense ------ Defense +1 (+1 eff.) Spell save +9 (+5 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xoda the linen cloak (1 def, 0 armour) =will=2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Con +3 Wil defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Life +30.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorihell (0 def, 1 armour) =will=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +15 (+8 eff.) defense ------ Armor +1 Physical save +3 (+1 eff.) Life Regen +2.00 Healmod +10% other ------- Max stamina +30.00 A pair of boots made of leather. |
Runilatharach (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +2% Resistance +6% acid +7% fire +7% lightning +6% cold Unlife -20.00 life Life +100.00 Life Regen +4.00 Blind Resist +20% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Hurylach' (0 def, 3 armour) =will=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Wil offense ------ Critical power +5.00% Damage +3% mind defense ------ Armor +3 Fatigue -3% Resistance +3% lightning Physical save +6 (+2 eff.) other ------- Encumbrance +22 Max psi +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Shadewinnow' (0 def, 2 armour) =will=1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) On-Hit 5 arcane Damage +7% arcane Ignore resists +5% temporal Accuracy +12 (+4 eff.) When Hit 4 darkness 2 temporal defense ------ Armor +2 Resistance +4% arcane +3% temporal Physical save +11 (+4 eff.) Mind save +14 (+7 eff.) Disarm Resist +43% 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. |
iron gauntlets 'Relgutovon' (0 def, 1 armour) =stun=1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 cold Damage +4% cold Ignore resists +25% mind On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +1 Fatigue +1% Resistance +6% cold Confus Resist +10% Pinning Resist +20% Stun Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Elewen the cashmere wizard hat (2 def, 0 armour) =circle=2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil +4 Cun +1 Con offense ------ Physical Crit +1.0% Spellpower +4 (+2 eff.) Damage +9% blight Ignore resists +15% physical defense ------ Defense +2 (+1 eff.) Mind save +6 (+3 eff.) other ------- Infravision +5 See Stealth +9 See Invis +7 Circle of Warding: (Instant) Puts all charms on 40 cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 35% and attempts to push all creatures other than yourself out of its radius, inflicting 8.63 light damage and 7.94 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... |
hardened leather hat 'Zeridil' (0 def, 3 armour) =dex=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +7 Dex +6 Con offense ------ Physical Power +25 (+6 eff.) defense ------ Armor +3 Fatigue +3% Physical save +8 (+3 eff.) Mind save +9 (+5 eff.) other ------- Max stamina +30.00 Battle Cry: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
4 agate0.0 Encumbrance 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
401 alchemist agate0.0 Encumbrance 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. |
Boltward the brass lantern =will=2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Resistance +3% lightning +12% cold other ------- 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. |
Pyreslice2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +1 Wil +4 Cun +3 Con offense ------ Damage +3% fire defense ------ Resistance +6% fire other ------- Light +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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
soothing ash totem of healing [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Naralord the Dwarf Adventurer level 22
4th Wealth 122nd year of Ascendancy at 08:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Naralord the Dwarf Adventurer level 10
5th Profit 122nd year of Ascendancy at 22:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Naralord the Dwarf Adventurer level 20
34th Profit 122nd year of Ascendancy at 04:32 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Naralord the Dwarf Adventurer level 6
21st Voratun 122nd year of Ascendancy at 05:21 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Naralord the Dwarf Adventurer level 24
7th Wealth 122nd year of Ascendancy at 06:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Naralord the Dwarf Adventurer level 6
30th Voratun 122nd year of Ascendancy at 17:53 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Naralord the Dwarf Adventurer level 6
1st Acquisition 122nd year of Ascendancy at 15:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Naralord the Dwarf Adventurer level 16
23rd Profit 122nd year of Ascendancy at 09:25 see stats
Log
Naralord unleashes a blast of frostdusk as she crosses the veil!
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Talent Infusion: Movement is ready to use.
Talent Vampiric Surge is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Ghost Walk is ready to use.
Talent Infusion: Healing is ready to use.
Naralord activates Hiemal Shield.
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Talent Resilience of the Dwarves is ready to use.
Talent Raze is ready to use.
Talent Spikes of Decrepitude is ready to use.
Naralord activates Spikes of Decrepitude.
Naralord activates Raze.
Talent Chant of Fortress is ready to use.
Naralord activates Chant of Fortress.
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Talent Rune: Shielding is ready to use.
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Talent Grim Shadow is ready to use.
Talent Utterly Destroyed is ready to use.
Naralord activates Utterly Destroyed.
Naralord activates Grim Shadow.
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Saving done.

































































































