











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 23 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Emota the sandworm at level 19 on the 30th Dearth 122nd year of Ascendancy at 02:14 0 / 7Killed by Arreli's Temporal Clone at level 20 on the 40th Dearth 122nd year of Ascendancy at 04:09 Killed by gwelgoroth at level 21 on the 1st Loss 122nd year of Ascendancy at 03:45 Killed by Veleriara the red crystal at level 21 on the 13rd Loss 122nd year of Ascendancy at 05:00 Killed by Glorenn the Thug at level 22 on the 15th Loss 122nd year of Ascendancy at 09:29 Killed by Elosethra the Guard at level 22 on the 15th Loss 122nd year of Ascendancy at 21:12 Killed by Shardskin at level 23 on the 19th Loss 122nd year of Ascendancy at 07:05 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 16 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 65 (base 50) |
| Willpower | 51 (base 32) |
| Cunning | 50 (base 20) |
Resources
| Mana | 249/437 |
| Equilibrium | 65 |
| Life | -7/666 |
| Steam | 12/100 |
| Stamina | 248/248 |
| Psi | 101/141 |
| Healing Factor | 1.1024166372472 |
| Regeneration | 0.27560415931181 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +111.54433440147% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 8 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Arcane | +59% |
| Cold | +50% |
| All | 0% |
| Lightning | +63% |
| Light | +27% |
| Temporal | +6% |
| Darkness | +9% |
| Fire | +50% |
| Nature | +13% |
Offense: Damage Penetration
| Lightning | +38% |
| Light | +10% |
| Cold | +38% |
| Arcane | +38% |
| Fire | +38% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 42 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 25 |
| Physical Save | 15 |
| Spell Save | 30 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 38%( 70%) |
| All | 0%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 46% |
| Instadeath Resistance | 100% |
| Poison Resistance | 46% |
| Blind Resistance | 46% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 722% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Magical combat | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Elemental Harmony |
| talent | Shards |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases global speed by 12%. Elemental Harmony |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| Psionic focus | greater elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +19 (+7 eff.) Damage +25% lightning +25% cold +25% arcane +25% fire Ignore resists +12% lightning +12% cold +12% arcane +12% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Light source | alchemist's lamp 'Toridin'1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Dex offense ------ Damage +6% temporal When Hit 13 fire defense ------ Resistance +6% fire Mind save +7 (+3 eff.) Life +45.00 other ------- Light +5 See Stealth +8 See Invisibility +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Erelyrain the Scabwalker (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +11 Mag +5 Wil +4 Con offense ------ Spellpower +4 (+2 eff.) Damage +9% arcane +13% nature Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Defense +2 (+1 eff.) Resistance +19% nature +9% acid Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On feet | Emelyldath the Splendourpassion (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Con offense ------ Physical Crit +2.0% Damage +9% light Ignore Armor +3 defense ------ Armor +5 Fatigue +2% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | dwarven-steel pickaxe 'Sunquarry' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Damage +9% acid Ignore Armor +10 When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 * 10% chance to reduce armor by 36% defense ------ Resistance +6% acid +6% light other ------- Light +1 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 7 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around waist | Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 22.5 - 31.5 Physical Uses 90% Wil, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: offense ------ When Hit 0 lightning defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| On hands | Cuthyleyon the iron gauntlets (0 def, 9 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 lightning Damage +4% lightning defense ------ Armor +9 Fatigue +1% Resistance +6% lightning +3% fire +3% nature +3% temporal Stun Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Dourwind (0 def, 6 armour, 30-36 power, 83 block)7.0 Encumbrance T3 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 60% Wil, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +83 On-hit +18 physical On-Hit, radius 1 +12 darkness While equipped: Stats +3 Wil offense ------ Damage +9% darkness On shield block: * Cause enemies within radius 6 to bleed for 145 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +18% cold +9% darkness +13% physical Windwall +47 Slow Projectiles +21% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Strikespiker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +18% light +9% lightning Ignore resists +10% light defense ------ Defense +2 (+1 eff.) Resistance +6% lightning Life +38.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
steam generator implant of the titan (steam 9)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
starlit steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% light +11% darkness Healmod +12% Blind Resist +24% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Glacierswift the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +5 Wil offense ------ Damage +6% cold Ignore resists +20% cold defense ------ Resistance +9% lightning Life Regen +4.00 Stun Resist +23% Rings make your fingers look great! |
Mayymina the Corruptionzeal0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Damage +6% nature Ignore resists +5% nature On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +8 Resistance +11% nature +8% blight Poison Resist +11% Disease Resist +12% Rings make your fingers look great! |
copper ring 'Eilinamira'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Wil +4 Con offense ------ Physical Power +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 other ------- EQ when Hit +0.16 Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str +6 Con offense ------ Physical Power +7 (+4 eff.) Rings make your fingers look great! |
gold ring 'Scorpionarc'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +8 (+4 eff.) Spellpower +8 (+3 eff.) Mindpower +8 (+3 eff.) Move Speed +12% Damage +9% nature +3% mind Ignore resists +15% mind Accuracy +8 (+3 eff.) defense ------ Defense +5 (+3 eff.) Resistance +21% acid +12% lightning +19% cold +3% mind +18% fire Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
acidic iron battleaxe of massacre (22-33 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 22.0 - 33.0 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed battleaxes. |
steel mace 'Blastsorrow' (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 14.5 - 20.3 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil +5 Cun +6 Con offense ------ Damage +6% lightning +21% cold On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +6% nature +6% fire +6% darkness +3% light Blunt and deadly. |
Dairutar (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +10 (+4 eff.) Damage +15% temporal Ignore Shields +12% defense ------ Armor +7 Defense +17 (+9 eff.) Resistance +6% darkness +6% cold Shield Power +5% Physical save +5 (+5 eff.) Spell save +7 (+3 eff.) Mind save +9 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Wards +3 temporal Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
Fulafang the Arcwither (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Str +3 Dex +1 Con offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning Ignore resists +20% lightning defense ------ Defense +6 (+3 eff.) Resistance +3% lightning other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 133.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Overcutter (13-20 power, 12 apr)3.0 Encumbrance T1 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
Duredin the Chillwyrd1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +10% cold defense ------ Defense +11 (+6 eff.) Resistance +8% lightning +8% temporal +9% blight +3% cold Stealth +5 Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
dreamer's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% mind +11% darkness +9% all Physical save +11 (+8 eff.) Spell save +10 (+5 eff.) Mind save +23 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emegada (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +1 Dex offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +14 (+6 eff.) Ignore resists +11% darkness +15% temporal Ignore Armor +8 defense ------ Armor +5 Resistance +2% physical +26% darkness +9% fire +10% cold +21% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +13% Out-of-Phase Resilience +20% A pair of boots made of leather. |
Gorevalor (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% fire Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 54% * 10% chance to reduce damage dealt by 22% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +7% temporal +3% nature +3% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Eliwyn' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +12% acid On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +4 Fatigue +3% Resistance +3% acid +9% light +3% nature Physical save +15 (+10 eff.) Spell save +12 (+6 eff.) Mind save +16 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emyyanne the Heatdare (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +3.0% On-Hit 6 lightning Damage +4% lightning Ignore resists +25% fire defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Baliragorn (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Str +7 Cun +4 Con offense ------ Critical power +5.00% defense ------ Defense +2 (+1 eff.) Mind save +7 (+3 eff.) other ------- Psi when Hit +0.12 A pointy cloth hat, very wizardly... |
linen wizard hat 'Skypython' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +5 Wil offense ------ Mind Crit +3% Critical power +5.00% Mindpower +18 (+6 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% lightning other ------- Psi/turn +0.10 EQ when Hit +0.04 Max hate +2.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Weepquarry' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+1 eff.) Damage +6% mind Ignore resists +10% mind On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +1 Fatigue +1% Mind save +9 (+4 eff.) other ------- Max hate +2.00 Max psi +10.00 A cap made of leather. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
71 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Floelore (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Damage +3% arcane +6% physical Ignore resists +15% cold defense ------ Armor +2 Fatigue -5% other ------- Stamina/turn +1.00 Max stamina +10.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Strikewrecker (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +12% mind Ignore resists +20% lightning When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +3% mind +21% lightning other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Barysin2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Power +5 (+3 eff.) Accuracy +15 (+5 eff.) Ignore Armor +4 When Hit 4 physical defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +8 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 166.07 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 166.07 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron galvanic retributor0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 5 lightning Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
steel galvanic retributor0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 10 lightning Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +0 Str +0 Wil +8 Cun +0 Con offense ------ Damage +15% lightning defense ------ Resistance +15% lightning +0% all Physical save +18 (+11 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel torque of gale force 'Beunaritar' [power 225] (9/15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Accuracy +15 (+5 eff.) defense ------ Resistance +3% temporal other ------- Max stamina +30.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 225 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 51. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Dairetothel' [power 27] (9/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +5 (+3 eff.) Resistance +1% physical +5% arcane +12% temporal Pinning Resist +10% Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Tuzilarath [power 116] (9/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +5 (+3 eff.) Damage +9% physical Sting an enemy dealing 131 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing elm wand of shielding [power 116] (9/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Arreli the Dwarf Adventurer level 10
23rd Profit 122nd year of Ascendancy at 17:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Arreli the Dwarf Adventurer level 23
17th Loss 122nd year of Ascendancy at 15:25 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Arreli the Dwarf Adventurer level 10
3rd Acquisition 122nd year of Ascendancy at 04:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Arreli the Dwarf Adventurer level 20
39th Dearth 122nd year of Ascendancy at 04:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Arreli the Dwarf Adventurer level 19
38th Dearth 122nd year of Ascendancy at 02:17 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Arreli the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 15:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Arreli the Dwarf Adventurer level 10
3rd Acquisition 122nd year of Ascendancy at 04:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Arreli the Dwarf Adventurer level 10
6th Profit 122nd year of Ascendancy at 07:50 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Arreli the Dwarf Adventurer level 19
30th Dearth 122nd year of Ascendancy at 13:29 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Arreli the Dwarf Adventurer level 22
15th Loss 122nd year of Ascendancy at 21:12 see stats
Log
Shardskin shrugs off the effect 'Armor Corroded'!
Arreli casts Lightning.
Arreli hits Shardskin for (14 flat reduction), 0 fire, (14 flat reduction), 0 cold, (15 flat reduction), 0 lightning, (15 flat reduction), 0 arcane, (3 flat reduction), 0 fire, (3 flat reduction), 0 cold, (3 flat reduction), 0 lightning, (3 flat reduction), 0 arcane, (4 flat reduction), 0 fire, (4 flat reduction), 0 cold, (4 flat reduction), 0 lightning, (4 flat reduction), 0 arcane, (14 flat reduction), 0 fire, (14 flat reduction), 0 cold, (15 flat reduction), 0 lightning, (15 flat reduction), 0 arcane, (10 flat reduction), 0 fire, (10 flat reduction), 0 cold, (11 flat reduction), 0 lightning, (10 flat reduction), 0 arcane, (3 flat reduction), 0 fire, (3 flat reduction), 0 cold, (3 flat reduction), 0 lightning, (3 flat reduction), 0 arcane, (4 flat reduction), 0 fire, (4 flat reduction), 0 cold, (4 flat reduction), 0 lightning, (4 flat reduction), 0 arcane, (22 flat reduction), 42 fire, (22 flat reduction), 42 cold, (22 flat reduction), 47 lightning, (22 flat reduction), 46 arcane, (7 flat reduction), 0 fire, (7 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (7 flat reduction), 0 arcane (176 total damage).
Shardskin's is vulnerable to attacks and effects!
Arreli's Beyond the Flesh hits Shardskin for (11 flat reduction), 0 fire, (11 flat reduction), 0 cold, (12 flat reduction), 0 lightning, (12 flat reduction), 0 arcane, (3 flat reduction), 0 fire, (3 flat reduction), 0 cold, (3 flat reduction), 0 lightning, (3 flat reduction), 0 arcane, (4 flat reduction), 0 fire, (4 flat reduction), 0 cold, (4 flat reduction), 0 lightning, (4 flat reduction), 0 arcane (0 total damage).
Rotting Disease from Shardskin hits Bloated ooze for 17 blight damage.
Shardskin casts Fire Storm.
Shardskin's firestorm hits Arreli for (95 absorbed), 0 fire (0 total damage).
Shardskin's firestorm hits Bloated ooze for 84 fire damage.
Shardskin's firestorm killed Bloated ooze!
Shardskin's armor corrodes!
Arreli casts Lightning.
Quest 'Into the darkness' status updated! (Press 'j' to see the quest log)
Quest 'Into the darkness' status updated! (Press 'j' to see the quest log)
Arreli hits Shardskin for (14 flat reduction), 0 fire, (14 flat reduction), 0 cold, (15 flat reduction), 0 lightning, (15 flat reduction), 0 arcane, (3 flat reduction), 0 fire, (3 flat reduction), 0 cold, (3 flat reduction), 0 lightning, (3 flat reduction), 0 arcane, (4 flat reduction), 0 fire, (4 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (4 flat reduction), 0 arcane, (22 flat reduction), 65 fire, (22 flat reduction), 65 cold, (22 flat reduction), 73 lightning (203 total damage).
Arreli killed Shardskin!
Talent Eldritch Blow is ready to use.
Talent Eldritch Fury is ready to use.
Shardskin's firestorm hits Arreli for (95 absorbed), 0 fire (0 total damage).
Talent Eldritch Slam is ready to use.
Your shield crumbles under the damage!
The shield around Arreli crumbles.
Shardskin's firestorm hits Arreli for (14 absorbed), 81 fire (81 total damage).
Shardskin's firestorm hits Arreli for 95 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).






















































































































