Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.5 New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Infinite Cat Points 1.4.0One Cat Point per level. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Tinker Hero |
Level / Exp | 15 / 83% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 76 (base 41) |
Dexterity | 40 (base 41) |
Constitution | 58 (base 41) |
Magic | 60 (base 41) |
Willpower | 51 (base 41) |
Cunning | 63 (base 41) |
Resources
Mana | 641/641 |
Negative | 347/347 |
Life | 2445/2445 |
Paradox | 300 |
Psi | 341/341 |
Steam | 100/100 |
Positive | 347/347 |
Stamina | 394/394 |
Equilibrium | 0 |
Healing Factor | 1.9441347875077 |
Regeneration | 124.92703363403 |
Speed
Mental | +225.96666666667% |
Attack | +200% |
Movement | +129.3271361565% |
Spell | +200% |
Global | +170% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 72.838794922916 |
See Invisible | 72.838794922916 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 180 |
Accuracy | 72 |
Crit Chance | 77% |
APR | 111 |
Speed | 0.27 |
Offense: Offhand
Damage | 124 |
Accuracy | 72 |
Crit Chance | 72% |
APR | 113 |
Speed | 0.27 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 28% |
Speed | 0.33333333333333 |
Cooldown Reduction | 27.3 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 28% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +28% |
Blight | +52% |
Arcane | +28% |
Mind | +28% |
Physical | +58% |
Lightning | +28% |
Light | +44% |
Temporal | +48% |
Cold | +28% |
Darkness | +28% |
Fire | +28% |
Nature | +74% |
Offense: Damage Penetration
Acid | +28% |
Blight | +28% |
Arcane | +28% |
Mind | +28% |
Physical | +28% |
Lightning | +28% |
Light | +28% |
Temporal | +28% |
Cold | +28% |
Darkness | +28% |
Fire | +28% |
Nature | +28% |
Defense: Base
Armour (hardiness) | 110 (100%) |
Defense | 73 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 100 |
Spell Save | 113 |
Mental Save | 100 |
Defense: Resistances
Acid | + 60%(100%) |
Blight | + 57%(100%) |
Arcane | + 59%(100%) |
Mind | + 57%(100%) |
All | + 41%(100%) |
Physical | + 79%(100%) |
Lightning | + 57%(100%) |
Light | + 64%(100%) |
Temporal | + 61%(100%) |
Cold | + 60%(100%) |
Darkness | + 63%(100%) |
Fire | + 90%(100%) |
Nature | + 57%(100%) |
Defense: Immunities
Silence Resistance | 44% |
Pinning Resistance | 90% |
Disarm Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Armor forging | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Expertise / Swords | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Expertise / Maces | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Expertise / Axes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Expertise / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Weapon forging | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Forge powers | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Forger's endurance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / The Lotus Blossoms | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Gladiator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Cleaving Blows |
talent | Charged Shield |
talent | Dexterous Strikes |
talent | Exploit Weakness |
talent | Combat Instinct |
talent | Hardy |
talent | Frenzy |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | forged steel greatsword (45.5-72.8 power, 14 apr) forged steel greatsword (45.5-72.8 power, 14 apr)3.0 T2 greatsword 1H weapon [Ego] Disrupt/Master Power 45.5 - 72.8 Physical Uses 135% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc +30 Apr +14 Crit +9.0% Atk.spd 114% Melee+ +9 mind +45 fire Against +10% Unnatural On Hit: 15% Realign 3 On Hit: * 26% chance to cause random gloom While equipped: Stats +2 Cun +5 Wil dps ---------- Dmg.mod +22% nature Massive two-handed swords. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.4 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 92.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 92.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+2 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Yvolle (9 def, 1 armour) Yvolle (9 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +3.00% Mind.pwr +2 (+1 eff.) Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Resists +6% temporal ---------- misc Telepathy Humanoid/Orc Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | wizard's steel ring of arcana(+0.10/turn) wizard's steel ring of arcana(+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+0 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
On fingers | Coaldredge Coaldredge0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 4 arcane 12 darkness ----- def ----- Resists +3% arcane +9% darkness Silence- +24% ---------- misc Mana/turn +0.13 Max.P.En +20.00 Max.N.En +20.00 Rings can have magical properties. |
Around neck | copper amulet of cunning (+3) copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
In main hand | forged dwarven-steel battleaxe (54-81 power, 14 apr) forged dwarven-steel battleaxe (54-81 power, 14 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 54.0 - 81.0 Physical Uses 135% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Acc +30 Apr +14 Crit +12.5% Atk.spd 114% Melee+ +46 nature +46 darkness On Hit.r1 +12 fire While equipped: dps ---------- Dmg.mod +24% nature +24% blight ---------- misc Talents +1 Pulverizing Auger Massive two-handed battleaxes. |
Around waist | Mighty Girdle Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | forged dwarven-steel mace (40-56 power, 16 apr) forged dwarven-steel mace (40-56 power, 16 apr)3.0 T3 mace 1H weapon [Ego] Master Power 40.0 - 56.0 Physical Uses 115% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Acc +30 Apr +16 Crit +7.5% Atk.spd 114% Melee+ +10 insidious poison +7 temporal +32 fire +8 nature +32 arcane On Hit: 10% Acid Breath 2 While equipped: dps ---------- Dmg.mod +16% light +16% temporal Blunt and deadly. |
Cloak | cashmere cloak 'Noondeath' (2 def, 4 armour) cashmere cloak 'Noondeath' (2 def, 4 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +12% light Spell.save +9 (+1 eff.) Mind.save +8 (+1 eff.) ---------- misc Max.stam +10.00 Max.P.En +25.00 Max.N.En +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of the deep (2 def, 5 armour) troll-hide cured leather armour of the deep (2 def, 5 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue +7% Resists +5% acid +5% cold Max.HP +32.00 HP.reg +3.10 Heal.mod +11% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
regeneration infusion of the warrior (heal 398 over 5 turns) regeneration infusion of the warrior (heal 398 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (354.00 temporal damage, removed from time 4 turns) Rune of the Rift (354.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 523.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 34 power out of 60/60 The evilness of undeath radiates from this amulet. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% light +11% darkness Blind- +20% Amulets can have magical properties. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
flaming steel battleaxe (22-33 power, 2 apr) flaming steel battleaxe (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
forged chilling steel greatmaul of vileness (46.5-69.75 power, 14 apr) forged chilling steel greatmaul of vileness (46.5-69.75 power, 14 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 46.5 - 69.8 Physical Uses 136% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Acc +30 Apr +14 Crit +7.0% Atk.spd 114% Melee+ +10 blight +59 cold On Hit: 10% Weakness Disease 3 On Hit: * 13% chance to disease While equipped: dps ---------- Dmg.mod +24% nature Massive two-handed mauls. |
forged steel greatmaul (50.5-75.75 power, 14 apr) forged steel greatmaul (50.5-75.75 power, 14 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 50.5 - 75.8 Physical Uses 135% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Acc +30 Apr +14 Crit +7.0% Atk.spd 114% Melee+ +45 nature On Hit.r1 +4 mind On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +3% mind +22% light Res.pen +10% acid +15% mind Massive two-handed mauls. |
forged dwarven-steel greatsword (64.5-103.2 power, 14 apr) forged dwarven-steel greatsword (64.5-103.2 power, 14 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 64.5 - 103.2 Physical Uses 136% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc +30 Apr +14 Crit +9.5% Atk.spd 114% Melee+ +20 insidious poison +12 temporal +48 light +48 cold +10 nature While equipped: dps ---------- Dmg.mod +24% lightning +24% acid ---------- misc Talents +4 Ruin Massive two-handed swords. |
forged manaburning iron greatsword of massacre (43-68.8 power, 13 apr) forged manaburning iron greatsword of massacre (43-68.8 power, 13 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt/Master Power 43.0 - 68.8 Physical Uses 135% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc +30 Apr +13 Crit +8.5% Atk.spd 114% Melee+ +45 lightning On Hit: * 14 arcane resource burn While equipped: dps ---------- Dmg.mod +22% cold Massive two-handed swords. |
forged steel greatsword (40-64 power, 15 apr) forged steel greatsword (40-64 power, 15 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 40.0 - 64.0 Physical Uses 135% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc +30 Apr +15 Crit +9.0% Atk.spd 114% Melee+ +45 lightning +9 temporal +9 nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +22% lightning Apr +3 ---------- misc Max.stam +10.00 Massive two-handed swords. |
forged steel greatsword (44-70.4 power, 14 apr) forged steel greatsword (44-70.4 power, 14 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 44.0 - 70.4 Physical Uses 135% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc +30 Apr +14 Crit +9.0% Atk.spd 114% Melee+ +58 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +22% cold Massive two-handed swords. |
iron mace of persecution (12.5-17.5 power, 2 apr) iron mace of persecution (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Against +8% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
Dimsquall (15-18 power, 3 apr, light element) Dimsquall (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +4 acid On Hit: 10% Sunburst 1 While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light +3% acid Melee Ret 8 darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel steamsaw of massacre (20.5-30.75 power, 8 apr) arcing steel steamsaw of massacre (20.5-30.75 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +25 Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (12.5-18.75 power, 8 apr) steel steamsaw (12.5-18.75 power, 8 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 27.02 to 81.07 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
insulating rough leather belt of the giants insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +7% fire +6% cold Spell.save +6 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gena the pair of iron boots (6 def, 8 armour) Gena the pair of iron boots (6 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +8 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +2% Mind.save +15 (+2 eff.) Max.HP +40.00 ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crown of Burning Pain (9 def, 0 armour) Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Armour +0 Defense +9 (+2 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 19 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 42.69 fire and 52.70 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
forged steel mail armour (4.5 def, 15 armour) forged steel mail armour (4.5 def, 15 armour)14.0 T2 heavy armor [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +14% Resists +16% acid -11% light +7% fire +11% lightning +6% darkness Phys.save +11 (+1 eff.) Max.HP +68.00 HP.reg +0.90 Cut- +23% Pinning- +23% Stun/Frz- +23% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
Cyrorenn (2 def, 4 armour) Cyrorenn (2 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% physical Phys.save +12 (+2 eff.) Heal/summ +40 ---------- misc Equi/ret +0.16 Max.hate +2.00 On Mind Hit: 5% Mana Clash 1 A suit of armour made of leather. |
forged steel plate armour (6 def, 20 armour) forged steel plate armour (6 def, 20 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Spell.crit +1% Dmg.mod +9% fire Melee Ret 8 fire ----- def ----- Armour +20 Defense +6 (+2 eff.) Fatigue +22% Resists +6% mind +11% lightning Phys.save +29 (+4 eff.) Spell.save +9 (+1 eff.) Mind.save +13 (+2 eff.) Max.HP +203.00 HP.reg +4.50 Cut- +23% Pinning- +23% Stun/Frz- +23% ---------- misc Max.vim +20.00 Talents +1 Power Catalyst: Mind +1 Nature's Touch A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Glaldarin (6 def, 2 armour, 14-16.8 power, 39 block) Glaldarin (6 def, 2 armour, 14-16.8 power, 39 block)7.0 T2 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +39 While equipped: Stats +1 Dex +2 Wil ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% mind +16% fire Max.HP +40.00 ---------- misc Telepathy Demon/Minor Demon/Major Talents +2 Block Handheld deflection devices. |
deadly quiver of ash arrows (15/15, 31.5-44.1 power, 7 apr) deadly quiver of ash arrows (15/15, 31.5-44.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 15 Arrows are used with bows to pierce your foes to death. |
hematite hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
Blackbright (dig speed 37 turns) Blackbright (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +11% nature +9% darkness ---------- misc Max.P.En +10.00 Max.N.En +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 verdite 5 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+3 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+3 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Temporal Wyrm Heart Temporal Wyrm Heart0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 spinel 6 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 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. |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 70% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
simple healing salve [power 234] simple healing salve [power 234]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 70% cooldown modifier. Heal 234 Puts Talent Medical Injector on 9 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
geode geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Wand of Death Wand of Death2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Res.pen +10% blight +10% cold +10% darkness ---------- misc Max.souls +3.00 Masteries +0.20 Spell/Animus Fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic). Uses 12 power out of 30/30 You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
opal opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gilgamesh the Ogre Tinker Hero level 10
19th Dusk 122nd year of Ascendancy at 20:34 see stats
By Gilgamesh the Ogre Tinker Hero level 10
19th Dusk 122nd year of Ascendancy at 20:34 see stats
By Gilgamesh the Ogre Tinker Hero level 7
3rd Dusk 122nd year of Ascendancy at 06:43 see stats
By Gilgamesh the Ogre Tinker Hero level 15
24th Dusk 122nd year of Ascendancy at 14:29 see stats
By Gilgamesh the Ogre Tinker Hero level 9
19th Dusk 122nd year of Ascendancy at 17:31 see stats
By Gilgamesh the Ogre Tinker Hero level 4
2nd Mirth 122nd year of Ascendancy at 21:23 see stats
By Gilgamesh the Ogre Tinker Hero level 2
2nd Mirth 122nd year of Ascendancy at 06:07 see stats
Log
Gilgamesh HEALS from cold damage!
Gilgamesh hits Snow giant for 1131 physical damage.
Frenzy hits Gilgamesh for 19 healing, 29 healing (0 total damage) [48 healing].
Snow giant hits Gilgamesh for 2 cold, 2 cold (4 total damage).
Gilgamesh killed Snow giant!
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
There is a way to the previous level here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
Resting starts...
Talent Explosive Leap is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Gilgamesh deactivates Frenzy.
Gilgamesh deactivates Hardy.
Gilgamesh deactivates Exploit Weakness.
Gilgamesh deactivates Combat Instinct.
Gilgamesh deactivates Cleaving Blows.
Gilgamesh deactivates Dexterous Strikes.
Gilgamesh deactivates Charged Shield.