Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. 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:
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. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. 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 nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. 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: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higherr |
Class | Gladiator |
Level / Exp | 96 / 36% |
Size | medium |
Lifes / Deaths | Killed by Isloldawen the zombie bunny at level 18 on the 59th Dusk 122nd year of Ascendancy at 09:57 / 1 |
Primary Stats
Strength | 143 (base 67) |
Dexterity | 179 (base 100) |
Constitution | 206 (base 40) |
Magic | 81.25 (base 10) |
Willpower | 121 (base 15) |
Cunning | 110 (base 43) |
Resources
Life | 4140/4140 |
Stamina | 586/586 |
Healing Factor | 2.5 |
Regeneration | 53.125 |
Speed
Mental | +19.625995154037% |
Attack | 0% |
Movement | +27.715572715571% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 22 |
See Stealth | 48.337431457147 |
See Invisible | 74.337431457147 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 232 |
Accuracy | 107 |
Crit Chance | 178% |
APR | 57 |
Speed | 0.67 |
Offense: Offhand
Damage | 203 |
Accuracy | 107 |
Crit Chance | 178% |
APR | 57 |
Speed | 0.67 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 48% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 121.08934837382 (81.030927835052%) |
Defense | 82 |
Ranged Defense | 90 |
Fatigue | 25 |
Physical Save | 108 |
Spell Save | 82 |
Mental Save | 107 |
Defense: Resistances
All | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Poison Resistance | 26% |
Blind Resistance | 34% |
Disarm Resistance | 100% |
Teleport Resistance | 10% |
Silence Resistance | 20% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 37% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 580 damage for 6 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -968 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Expertise / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 8/5 |
Expertise / Swords | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Expertise / Maces | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arms Handling | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Expertise / Axes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.10 |
| 6/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 6/5 |
| 7/5 |
| 3/5 |
| 0/5 |
Expertise / Exotic | 1.30 |
| 5/5 |
| 5/5 |
| 9/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 8/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Higherr | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Gladiator | 1.50 |
| 5/5 |
| 6/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Prime Physique |
talent | Combat Instinct |
talent | Close Combat Management |
talent | Frenzy |
beneficial effect | Parrying melee attacks: Has a 83% chance to deflect up to 44 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
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 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Betudherin the giant blue ant. Escort: lost anorithil (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 9% of the way to your next Rank. You have killed: 33 Uniques 21 Bosses 15 Elite Bosses 14 Veterans 7 Heroics 14 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 34. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed black mamba head. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | Samarion (10 def, 5 armour) Samarion (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Cun / +8 Con Reduces incoming crit damage: 5.00% Life regen: +8.60 Stamina each turn: +0.70 Maximum life: +47.00 Spellpower: +8 (+2 eff.) Infravision radius: +3 See invisible: +6 Movement speed: +10% Healing mod.: +60% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | brass lantern 'Beteriba' brass lantern 'Beteriba'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +15 Mag / +7 Wil / +6 Cun / +3 Con Changes resistances: +6% temporal / +14% darkness / +7% blight / +6% cold / +6% arcane / +6% fire Changes resistances penetration: +15% temporal Changes damage: +7% mind / +9% arcane / +7% light Damage affinity(heal): +5% light Spellpower: +19 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +9 See invisible: +7 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 49.43 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
On head | Skyravage the voratun helm (11 def, 19 armour) Skyravage the voratun helm (11 def, 19 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +19 Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: +5% Changes stats: +35 Str / +17 Dex / +24 Wil / +12 Con Changes resistances: +28% blight / +15% temporal / +17% lightning Changes damage: +6% lightning / +3% temporal Physical save: +26 (+4 eff.) Mental save: +66 (+11 eff.) Poison immunity: +10% Pinning immunity: +5% Only die when reaching: -60.00 life Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Maledin the voratun gauntlets (0 def, 13 armour) Maledin the voratun gauntlets (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +13 (+2 eff.) Armour: +13 Damage (Melee): 10 acid / 12 physical / 16 darkness / 8 cold / 10 fire / 19 arcane / 8 lightning Changes stats: +10 Str / +5 Dex / +14 Mag / +15 Wil / +5 Cun / +6 Con Changes resistances: +10% arcane / +15% darkness Changes damage: +11% darkness / +11% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Physical save: +47 (+7 eff.) Spell save: +30 (+6 eff.) Mental save: +20 (+3 eff.) Disarm immunity: +100% Vim when firing critical spell: +1.00 Maximum mana: +80.00 Spell crit. chance: +5% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Skytooth the dwarven-steel pickaxe (dig speed 3 turns) Skytooth the dwarven-steel pickaxe (dig speed 3 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Physical power: +8 (+1 eff.) Armour: +10 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances penetration: +15% physical Critical mult.: +16.00% Maximum life: +28.00 Maximum stamina: +23.00 Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Xeredalaith XeredalaithInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag / +14 Wil / +13 Cun Changes resistances: +9% blight / +13% nature / +18% mind Changes damage: +18% mind Grants telepathy: Dragon Demon/Major Demon/Minor Poison immunity: +16% Disease immunity: +17% Mindpower: +21 (+5 eff.) Light radius: +3 Rings can have magical properties. |
On fingers | Ereluchik the stralite ring Ereluchik the stralite ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Fatigue: -9% Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 26% chance to blind Damage (Ranged): 44 light Changes stats: +9 Dex / +8 Wil / +17 Cun Changes resistances: +26% acid / +26% fire / +26% lightning / +26% cold Changes resistances penetration: +20% mind Critical mult.: +28.00% Maximum encumbrance: +30 Mental save: +33 (+5 eff.) Life regen: +1.70 Maximum life: +88.00 Maximum psi: +30.00 Mindpower: +15 (+3 eff.) Healing mod.: +25% Rings can have magical properties. |
Around neck | Poladhessra PoladhessraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +18 Str / +27 Dex / +24 Wil / +2 Cun / +22 Con Changes resistances penetration: +10% blight Changes damage: +9% blight / +9% physical / +9% arcane Grants telepathy: Humanoid/Orc Physical save: +39 (+6 eff.) Spell save: +42 (+9 eff.) Mental save: +21 (+3 eff.) Blindness immunity: +24% Life regen: +2.60 Maximum life: +61.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Combat speed: +10% Damage Shield penetration: +30% Amulets can have magical properties. |
In main hand | Pyrequench (40.5-48.6 power, 4 apr) Pyrequench (40.5-48.6 power, 4 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 5 Base power: 40.5 - 48.6 Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 125% On weapon hit: * 40% chance to cause random gloom * 34% chance to corrode armour by 30% * 25% chance to put talents on cooldown Damage (Melee): +37 temporal / +30 nature Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +10% all Changes resistances penetration: +13% acid / +13% nature / +15% mind Changes damage: +6% fire Life regen: +1.90 Long and lethal. |
Around waist | Emidara the Bogoracle Emidara the BogoraclePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +6 (+1 eff.) Armour: +7 Damage when hit (Melee): 8 nature Changes stats: +6 Cun / +6 Dex Changes resistances: +10% acid / +15% temporal / +15% light / +15% darkness / +10% fire / +8% cold / +23% lightning Changes resistances penetration: +16% physical Changes damage: +25% physical / +6% mind / +6% nature Critical mult.: +13.00% Reduces incoming crit damage: 5.00% Physical save: +30 (+5 eff.) Mental save: +27 (+4 eff.) Silence immunity: +20% Teleport immunity: +10% Life regen: +3.60 Spellpower: +12 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +10% Healing mod.: +28% A belt that goes around your waist. |
In off hand | drakeskin leather whip 'Squalorfame' (40-48 power, 4 apr) drakeskin leather whip 'Squalorfame' (40-48 power, 4 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 5 Base power: 40.0 - 48.0 Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 125% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 32% chance to disease * Slows global speed by 54% * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +37 blight / +30 cold / +40 lightning When wielded/worn: Accuracy: +29 (+5 eff.) Armour penetration: +44 Physical crit. chance: +13.0% Changes stats: +2 Cun Changes resistances: +9% nature / +6% fire Changes resistances penetration: +30% physical Changes damage: +9% nature Critical mult.: +20.00% Mental save: +20 (+3 eff.) Disease immunity: +66% Psi when hit: +0.12 Mana when firing critical spell: +4.00 Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Long and lethal. |
Cloak | elven-silk cloak 'Islylrawe' (40 def, 30 armour) elven-silk cloak 'Islylrawe' (40 def, 30 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +12 (+2 eff.) Armour: +30 Defense: +40 (+8 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +6 Dex / +6 Mag / +11 Wil / +10 Cun / +2 Con Changes resistances: +19% acid / +25% light / +20% lightning / +17% blight / +43% fire / +19% nature / +50% cold Changes resistances penetration: +30% arcane Changes damage: +9% arcane Stealth bonus: +12 Physical save: +23 (+3 eff.) Spell save: +25 (+5 eff.) Mental save: +23 (+4 eff.) Life regen: +2.60 Only die when reaching: -40.00 life Spell crit. chance: +8% Mental crit. chance: +6% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Sootmire the voratun plate armour (9 def, 26 armour) Sootmire the voratun plate armour (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +41% Damage (Melee): 18 acid / 23 fire Damage when hit (Melee): 10 acid / 16 fire Changes stats: +4 Str / +2 Wil / +24 Con Changes resistances: +69% acid / +12% physical / -39% light / +11% lightning / +66% fire / +15% cold / +20% darkness Changes damage: +9% darkness / +18% mind Talent cooldown: Rush (-5 turns) Physical save: +33 (+5 eff.) Spell save: +19 (+4 eff.) Mental save: +26 (+4 eff.) Disarm immunity: +39% Stun/Freeze immunity: +40% Knockback immunity: +37% Equilibrium when hit: +0.16 Psi when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 668 for 4 turns) shielding rune of the titan (absorb 668 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 668 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
voratun amulet 'Blackking' voratun amulet 'Blackking'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Fatigue: -9% Damage (Melee): 13 light / 11 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 14% chance to blind Changes stats: +9 Dex / +5 Mag / +10 Cun / +9 Con Changes resistances: +3% acid Changes resistances cap: +5% all Changes damage: +20% light / +7% temporal / +26% darkness / +7% physical Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Physical save: +33 (+5 eff.) Blindness immunity: +5% Disease immunity: +20% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +0.90 Only die when reaching: -20.00 life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Murkspiker MurkspikerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 10% chance to disease Changes stats: +4 Mag / +5 Cun / +6 Con Changes resistances: +6% blight / +12% arcane / +3% darkness Changes resistances penetration: +15% blight Changes damage: +12% arcane / +15% darkness Spell save: +23 (+5 eff.) Maximum stamina: +37.00 Spellpower: +7 (+1 eff.) Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
deep-steel trident 'Marderagorn' (26.5-42.4 power, 10 apr) deep-steel trident 'Marderagorn' (26.5-42.4 power, 10 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 91% On weapon hit: * 20% chance to disease * 16% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +14 nature / +10 temporal Burst (radius 1) on hit: +8 blight / +16 mind When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +12 Physical crit. chance: +14.0% Damage when hit (Melee): 8 blight Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +12% lightning / +14% physical Mental save: +10 (+2 eff.) Mental crit. chance: +5% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
braided leather whip 'Xanema' (19.5-23.4 power, 2 apr) braided leather whip 'Xanema' (19.5-23.4 power, 2 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 19.5 - 23.4 Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +7.0% Attack speed: 125% Damage (Melee): +4 blight / +10 cold When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +18 Physical crit. chance: +11.0% Changes resistances: +6% blight Changes resistances penetration: +5% mind / +11% physical Changes damage: +18% mind / +12% blight Critical mult.: +13.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Long and lethal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
pair of hardened leather boots 'Hathufang' (18 def, 11 armour) pair of hardened leather boots 'Hathufang' (18 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +18 (+4 eff.) Fatigue: -5% Changes stats: +1 Mag Changes resistances: +27% lightning / +8% temporal / +3% light / +2% physical / +11% fire / +9% cold / +10% acid Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Poison immunity: +25% Cut immunity: +10% Stamina each turn: +1.40 Maximum life: +44.00 Maximum stamina: +25.00 See invisible: +9 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
drakeskin leather cap 'Kylathadontir' (0 def, 9 armour) drakeskin leather cap 'Kylathadontir' (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +9 Fatigue: -1% Changes stats: +23 Str / +7 Dex / +9 Mag / +16 Wil / +2 Cun / +6 Con Changes resistances: +6% acid / +13% physical Changes damage: +17% blight / +10% arcane Physical save: +27 (+4 eff.) Mental save: +11 (+2 eff.) Spell crit. chance: +4% Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Cloudbone (3 def, 8 armour) Cloudbone (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +26% Damage (Melee): 16 acid / 14 fire Damage when hit (Melee): 11 acid / 14 physical / 13 fire Changes stats: +1 Cun / +7 Con Changes resistances: +16% acid / -13% light / +6% lightning / +23% fire / +7% arcane / +8% darkness Physical save: +8 (+1 eff.) Spell save: +23 (+5 eff.) Mental save: +25 (+4 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of mail. |
Flamelash the drakeskin leather armour (14 def, 8 armour) Flamelash the drakeskin leather armour (14 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +10 Str / +10 Dex Changes resistances: +19% lightning / +6% fire / +9% mind Changes resistances penetration: +5% acid Physical save: +16 (+2 eff.) Mental save: +17 (+3 eff.) Life regen: +3.10 Maximum life: +85.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +17% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
iron shield (4 def, 2 armour, 15 block) iron shield (4 def, 2 armour, 15 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
187 alchemist agate 187 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xanutira XanutiraInfused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +2 Cun Changes resistances: +6% all Changes damage: +15% mind Critical mult.: +5.00% Spell save: +12 (+3 eff.) Equilibrium when hit: +0.04 Light radius: +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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alodi the Higherr Gladiator level 18
41st Dusk 122nd year of Ascendancy at 07:50 see stats
By Alodi the Higherr Gladiator level 91
2nd Haze 122nd year of Ascendancy at 20:36 see stats
By Alodi the Higherr Gladiator level 94
3rd Haze 122nd year of Ascendancy at 06:07 see stats
By Alodi the Higherr Gladiator level 32
62nd Dusk 122nd year of Ascendancy at 02:17 see stats
By Alodi the Higherr Gladiator level 31
61st Dusk 122nd year of Ascendancy at 11:13 see stats
By Alodi the Higherr Gladiator level 84
76th Dusk 122nd year of Ascendancy at 10:20 see stats
By Alodi the Higherr Gladiator level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Alodi the Higherr Gladiator level 20
59th Dusk 122nd year of Ascendancy at 13:46 see stats
By Alodi the Higherr Gladiator level 30
61st Dusk 122nd year of Ascendancy at 10:38 see stats
By Alodi the Higherr Gladiator level 40
70th Dusk 122nd year of Ascendancy at 10:19 see stats
By Alodi the Higherr Gladiator level 50
71st Dusk 122nd year of Ascendancy at 08:11 see stats
By Alodi the Higherr Gladiator level 52
71st Dusk 122nd year of Ascendancy at 12:44 see stats
By Alodi the Higherr Gladiator level 50
71st Dusk 122nd year of Ascendancy at 08:15 see stats
By Alodi the Higherr Gladiator level 43
70th Dusk 122nd year of Ascendancy at 17:58 see stats
By Alodi the Higherr Gladiator level 79
75th Dusk 122nd year of Ascendancy at 22:09 see stats
By Alodi the Higherr Gladiator level 85
1st Haze 122nd year of Ascendancy at 15:25 see stats
By Alodi the Higherr Gladiator level 73
74th Dusk 122nd year of Ascendancy at 10:53 see stats
By Alodi the Higherr Gladiator level 38
70th Dusk 122nd year of Ascendancy at 05:18 see stats
By Alodi the Higherr Gladiator level 18
59th Dusk 122nd year of Ascendancy at 09:57 see stats
Log
Alodi's armour is more intact.
Alodi has finished recovering.
Talent Rush is ready to use.
Talent Perfect Strike is ready to use.
Talent Vitality is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
Ran for 26 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
You gain 23.66 gold from the transmogrification of Betoth the Filthbearer [power 88] (20 cooldown).
You gain 6.65 gold from the transmogrification of spiked stralite mail armour of command (16 def, 17 armour).
You gain 4.32 gold from the transmogrification of prismatic drakeskin leather cap of might (0 def, 5 armour).
You gain 2.16 gold from the transmogrification of mindwoven elven-silk robe of corrosion (+30%) (5 def, 0 armour).
You gain 12.32 gold from the transmogrification of magelord's yew starstaff of wizardry (20-24 power, 4 apr, temporal element).
You gain 25.00 gold from the transmogrification of Falygas the yew magestaff (20-24 power, 4 apr, arcane element).
You gain 6.03 gold from the transmogrification of truestriking iron greatsword of crippling (17.5-28 power, 1 apr).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Alodi deactivates Combat Instinct.
Alodi deactivates Precise Strikes.
Alodi deactivates Close Combat Management.
Alodi deactivates Prime Physique.
Alodi deactivates Frenzy.