











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Revamped Skirmisher 1.7.1Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challenge Allows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Long Range Bows 1.7.6Increase range of all Bows to 11 grids. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! No Talent Stat Requirements 1.7.6Removes talent stat requirements More Ammo 1.7.6Sets ammo capacity to 99 (v1) or 999 (v2). Items Vault 1.7.6Donators/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 Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Long Range Slings 1.7.6Makes all sling ranges longer. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Custom Difficulty 1.7.6Allows 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. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Battleborn |
Class | White Monk (Way of the Flying Arrow) |
Level / Exp | 200 / 9% |
Size | big |
Lifes / Deaths | Killed by Zubuwen the elven warrior at level 200 on the 2nd Mirth 122nd year of Ascendancy at 01:11 / 11Killed by Kevioll the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 16:17 Killed by Draylnan the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 16:28 Killed by Draylnan the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 16:45 Killed by Kevioll the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 16:57 Killed by Draylnan the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 17:09 Killed by Draylnan the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 17:18 Killed by Draylnan the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 17:21 Killed by Kevioll the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 17:26 Killed by Draylnan the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 18:18 Killed by Kevioll the human at level 200 on the 2nd Summertide 122nd year of Ascendancy at 19:47 |
Primary Stats
Strength | 400 (base 100) |
Dexterity | 192 (base 100) |
Constitution | 389 (base 100) |
Magic | 113 (base 100) |
Willpower | 112 (base 100) |
Cunning | 128 (base 100) |
Resources
Hate | 56/100 |
Equilibrium | 739 |
Life | 12875/12875 |
Stamina | 785/785 |
Paradox | 300 |
Healing Factor | 2.2422334108827 |
Regeneration | 101.05149703397 |
Speed
Mental | +149.5989970063% |
Attack | +27% |
Movement | +144.17709257706% |
Spell | +27% |
Global | +162.91379732201% |
Vision
Sight | 15 |
Lite | 10005 |
Infravision | 14 |
See Stealth | 86.749776258397 |
See Invisible | 86.749776258397 |
Offense: Mainhand
Damage | 664 |
Accuracy | 204 |
Crit Chance | 250% |
APR | 195 |
Speed | 0.40 |
Offense: Barehand
Damage | 707 |
Accuracy | 205 |
Crit Chance | 212% |
APR | 158 |
Speed | 0.32 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 75% |
Speed | 0.78740157480315 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 80% |
Speed | 0.78740157480315 |
Offense: Damage Bonus
Acid | +103% |
Blight | +145% |
Arcane | +88% |
Cold | +72% |
All | +64% |
Lightning | +82% |
Light | +88% |
Temporal | +151% |
Physical | +102% |
Darkness | +73% |
Fire | +71% |
Mind | +151% |
Offense: Damage Penetration
Lightning | +82% |
Blight | +20% |
Arcane | +32% |
Physical | +180% |
All | 0% |
Defense: Base
Armour (hardiness) | 150.91191459146 (100%) |
Defense | 112 |
Ranged Defense | 112 |
Fatigue | 0 |
Physical Save | 107 |
Spell Save | 55 |
Mental Save | 57 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 54%( 70%) |
All | + 46%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 65%( 70%) |
Mind | + 70%( 70%) |
Fire | + 66%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 77% |
Poison Resistance | 20% |
Blind Resistance | 26% |
Silence Resistance | 77% |
Teleport Resistance | 26% |
Disarm Resistance | 38% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery - bows | 5.50 |
| 30 |
| 5 |
| 5 |
| 10 |
Cursed / Rampage | 1.00 |
| 5 |
| 5 |
| 5 |
| 5 |
Wild-gift / Sand drake aspect | 1.00 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Mending | 5.80 |
| 5 |
| 0 |
| 0 |
| 0 |
Technique / Munitions | 5.50 |
| 6 |
| 6 |
| 6 |
| 6 |
Technique / Martial Arts | 5.80 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Pugilism | 5.50 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Rending | 5.80 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Archery excellence | 5.50 |
| 5 |
| 5 |
| 20 |
| 5 |
Chronomancy / Bow Threading | 1.00 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Sniper | 5.50 |
| 10 |
| 10 |
| 10 |
| 10 |
Technique / Agile Combatant | 5.80 |
| 1 |
| 5 |
| 5 |
| 5 |
Technique / Superiority | 5.50 |
| 1 |
| 5 |
| 1 |
| 5 |
Technique / Archery prowess | 5.50 |
| 5 |
| 10 |
| 5 |
| 20 |
Technique / Marksmanship | 5.50 |
| 30 |
| 6 |
| 5 |
| 5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Unarmed training | 6.10 |
| 22 |
| 20 |
| 5 |
| 20 |
Technique / Thuggery | 5.10 |
| 5 |
| 5 |
| 5 |
| 10 |
Technique / Fending | 5.80 |
| 1 |
| 5 |
| 5 |
| 5 |
Undead / Ghoul | 1.00 |
| 10 |
| 10 |
| 0 |
| 0 |
Technique / Combat training | 7.60 |
| 5 |
| 1 |
| 5 |
| 51 |
| 0 |
| 0 |
| 20 |
Race / Battleborn | 2.20 |
| 30 |
| 10 |
| 10 |
| 30 |
Undead / Skeleton | 2.20 |
| 10 |
| 5 |
| 0 |
| 0 |
Cursed / Dark sustenance | 1.00 |
| 5 |
| 5 |
| 5 |
| 5 |
Technique / Conditioning | 5.80 |
| 5 |
| 5 |
| 0 |
| 0 |
Cunning / Scoundrel | 1.00 |
| 5 |
| 5 |
| 5 |
| 5 |
Effects
talent | Aim |
talent | Striking Stance |
talent | Measured Blows |
talent | Onslaught |
talent | Total Thuggery |
talent | Piercing Ammunition |
talent | Intuitive Shots |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 5 and chance to avoid damage by 72%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1300. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() Requires: - Level 35 Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +40 (+6 eff.) Changes stats: +7 Con Changes resistances: +15% cold / +13% fire Changes damage: +12% blight Critical mult.: +26.91% Reduces incoming crit damage: 20.18% Physical save: +24 (+4 eff.) Blindness immunity: +26% Teleport immunity: +26% Spellpower on spell critical (stacks up to 3 times): +10 A pair of boots made of leather. This item has been sent to the Item's Vault. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 90.0 - 126.0 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +42 Crit. chance: +55.0% Capacity: 999 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 377 physical damage On weapon crit: * Wound the target dealing 483 physical damage across 5 turns and reducing healing by 50% Travel speed: +764% Damage (Ranged): +20 darkness / +60 physical Damage (radius 1) on hit: +24 fire When wielded/worn: Ammo reloads per turn: +11 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +35 (+4 eff.) Defense: +11 (+1 eff.) Effects on melee hit: * 23% chance to reduce damage dealt by 42% * 23% chance to gain 10% of a turn (3/turn limit) Changes damage: +18% physical / +9% darkness / +33% mind Physical save: +16 (+2 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+4 eff.) Light radius: +5 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +6 Mag Disarm immunity: +38% Pinning immunity: +34% Knockback immunity: +38% Mana when firing critical spell: +2.56 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +38.00 Spellpower: +38 (+9 eff.) Damage Shield penetration: +38% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% mind / +18% temporal Changes resistances penetration: +32% lightning / +32% arcane Changes damage: +12% lightning / +18% temporal / +18% arcane Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% It can be used to create a temporary shield that absorbs 314 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Firing range: +11 Travel speed: +469% Damage (Ranged): +30 acid Damage (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +4 Ammo reloads per turn: +5 Damage when hit (Melee): 4 blight Changes stats: +11 Cun / +11 Con Changes damage: +33% acid / +12% blight Talent mastery: +0.30 Wild-gift / Fungus Combat speed: +10% It can be used to regenerate 366 life over 5 turns Activation puts all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
On hands | ![]() Requires: - Level 25 Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 57% chance to gain 10% of a turn (3/turn limit) * 57% chance to reduce all saves and defense by 53 Damage when hit (Melee): 16 lightning Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +72% lightning / +39% temporal / +57% light / +30% blight / +33% mind Changes resistances penetration: +50% lightning Changes damage: +57% blight / +54% temporal / +24% light / +54% mind Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Defense after a teleport: +43 Resist all after a teleport: +43% New effects duration reduction after a teleport: +43% When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 9 fire Changes resistances: +26% physical / +24% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. This item has been sent to the Item's Vault. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +18 Defense: +2 (+0 eff.) Damage when hit (Melee): 11 darkness / 11 fire Changes resistances: +16% blight / +16% nature / +5% arcane / +24% acid Knockback immunity: +22% Life regen: +7.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +6 Fatigue: -8% Changes stats: +9 Dex / +5 Mag / +10 Cun / +7 Con Changes resistances: +3% light Changes resistances penetration: +20% blight Changes damage: +6% acid / +10% physical / +8% cold / +7% fire / +6% arcane / +6% lightning Poison immunity: +20% Life regen: +4.00 Stamina each turn: +1.20 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Combat speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 665 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 8 blight Changes resistances: +20% mind / +15% nature Changes resistances penetration: +33% blight / +33% arcane Changes damage: +12% acid Reduces incoming crit damage: 20.07% Maximum encumbrance: +31 Physical save: +12 (+2 eff.) Poison immunity: +26% Disease immunity: +26% Healing mod.: +15% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +5 (+0 eff.) Fatigue: -5% Maximum encumbrance: +22 Equilibrium when hit: +0.08 Rings make your fingers look great! |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +545% Damage (Ranged): +23 acid Damage (radius 1) on hit: +36 light When wielded/worn: Armour: +24 Defense: +40 (+6 eff.) Ammo reloads per turn: +10 Changes stats: +10 Str / +11 Mag / +10 Wil Changes resistances: +54% blight Changes damage: +32% acid / +48% physical / +66% mind Maximum stamina: +81.83 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Changes stats: +4 Str / +4 Con Physical save: +10 (+1 eff.) Spell save: +9 (+3 eff.) Size category: +2 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +7 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Infravision radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+5 eff.) Fatigue: +5% Changes stats: +5 Dex Changes resistances: +15% acid / +3% physical / +14% cold / +15% fire / +25% mind / +15% lightning Changes damage: +6% physical Physical save: +21 (+3 eff.) Mental save: +30 (+8 eff.) Confusion immunity: +45% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +26 Defense: +44 (+7 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +19% temporal / +21% fire / +18% nature / +22% physical Changes resistances penetration: +25% arcane Physical save: +23 (+4 eff.) Cut immunity: +25% Maximum life: +128.06 A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes stats: +3 Str Changes resistances: +9% physical Changes resistances penetration: +25% physical Changes damage: +6% arcane Mana when firing critical spell: +2.37 Vim when firing critical spell: +1.00 Maximum life: +40.00 Maximum stamina: +30.00 Maximum vim: +20.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +2% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +8 Str / +4 Dex / +4 Wil / +3 Cun Changes resistances penetration: +15% mind Changes damage: +27% blight / +11% fire / +10% mind Mental save: +10 (+3 eff.) Mana when firing critical spell: +2.31 Maximum mana: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 When carried: Light radius: +9999 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. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1074.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 91.5 - 109.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Crit. chance: +29.0% Capacity: 999 On weapon hit: * 27% chance to slow global speed by 83% * 27% chance to reduce damage dealt by 42% Travel speed: +400% Damage (Ranged): +27 darkness Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Saving done.
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Double Strike skipped: cooldown too low (1).
Ran for 3 turns (stop reason: interesting character).
Accepted quest 'The many Prides of the Orcs'! (Press 'j' to see the quest log)
Aeryn points to the known locations on your map.
You have learned the talent Relentless Pursuit.