










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Treant Race 1.1.5Adds in a Treant Race. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.5.5Quality 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.5.0Donators/Buyers bonus! Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Allow Respec Anywhere 1.2.3Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. 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 Go to Landmark 1.1.0Adds 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. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Rogue |
Level / Exp | 120 / 65% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nitha the orc corruptor's temporal clone at level 100 on the 41st Dusk 123rd year of Ascendancy at 17:05 / 4Killed by overpowered greater multi-hued wyrm at level 100 on the 23rd Haze 123rd year of Ascendancy at 23:18 Killed by overpowered greater multi-hued wyrm at level 100 on the 24th Haze 123rd year of Ascendancy at 00:34 Killed by overpowered greater multi-hued wyrm at level 100 on the 24th Haze 123rd year of Ascendancy at 02:11 |
Primary Stats
Strength | 113 (base 51) |
Dexterity | 208 (base 100) |
Constitution | 138 (base 100) |
Magic | 163 (base 100) |
Willpower | 138 (base 100) |
Cunning | 186 (base 100) |
Resources
Mana | 1573/1573 |
Equilibrium | 1295 |
Life | 16436/16436 |
Stamina | 766/766 |
Psi | 198/198 |
Healing Factor | 2.0233766233767 |
Regeneration | 54.03987490371 |
Speed
Mental | 0% |
Attack | +10% |
Movement | +96.010497007744% |
Spell | +10% |
Global | +200% |
Vision
Sight | 10 |
Lite | -988 |
Infravision | 24 |
See Stealth | 181.4394659899 |
See Invisible | 215.40917065579 |
Stealth | 117.68843918842 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 513 |
Accuracy | 139 |
Crit Chance | 240% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 483 |
Accuracy | 139 |
Crit Chance | 240% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 100% |
Speed | 0.90909090909091 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 89% |
Speed | 0.90909090909091 |
Offense: Damage Bonus
Acid | +38% |
Blight | +50% |
Arcane | +75% |
Cold | +48% |
All | +20% |
Darkness | +61% |
Light | +30% |
Temporal | +23% |
Lightning | +51% |
Physical | +16% |
Fire | +46% |
Nature | +40% |
Offense: Damage Penetration
Blight | +55% |
Physical | +15% |
Mind | +11% |
All | 0% |
Lightning | +15% |
Temporal | +15% |
Darkness | +27% |
Arcane | +49% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 67 (100%) |
Defense | 105 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 87 |
Spell Save | 87 |
Mental Save | 95 |
Defense: Resistances
Acid | + 43%( 77%) |
Blight | + 50%( 77%) |
Arcane | + 42%( 77%) |
Cold | + 59%( 77%) |
All | + 36%( 77%) |
Lightning | + 47%( 77%) |
Light | + 41%( 77%) |
Temporal | + 66%( 77%) |
Mind | + 62%( 77%) |
Darkness | + 77%( 77%) |
Fire | + 47%( 77%) |
Nature | + 56%( 77%) |
Defense: Immunities
Silence Resistance | 100% |
Disarm Resistance | 42% |
Knockback Resistance | 0% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 61% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 mental or physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 526 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 915 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 7/5 |
| 10/5 |
| 1/5 |
| 12/5 |
Technique / Combat techniques | 1.30 |
| 12/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.80 |
| 12/5 |
| 12/5 |
| 1/5 |
| 10/5 |
Technique / Duelist | 1.50 |
| 12/5 |
| 12/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 12/5 |
| 11/5 |
| 12/5 |
| 12/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 12/5 |
| 12/5 |
| 4/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 12/5 |
| 8/5 |
| 10/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 12/5 |
| 12/5 |
| 8/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 12/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.65 |
| 12/5 |
| 1/5 |
| 8/5 |
| 10/5 |
Spell / Stone alchemy | 0.90 |
| 6/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 12/5 |
| 1/5 |
| 12/5 |
| 12/5 |
| 0/5 |
| 12/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Psionic / Augmented mobility | 0.80 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 12/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 6/5 |
| 8/5 |
Cunning / Scoundrel | 1.40 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Psionic / Dreaming | 0.80 |
| 9/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Volatile Poison |
talent | Stealth |
talent | Keen Senses |
talent | Leeching Poison |
talent | Trained Reactions |
talent | Apply Poison |
talent | Precise Strikes |
talent | Skate |
talent | Elemental Harmony |
talent | Lacerating Strikes |
talent | Exploit Weakness |
talent | Lucid Dreamer |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 9.8 and stamina regeneration by 1.4. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 87% chance to deflect up to 73 damage from the next 3.5 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Has 12 throwing knives prepared: 12 KnivesRange: 8 Net Damage: 617 - 864 Accuracy: 157 (knife) APR: 76 Crit Chance: +254% Crit mult: 276% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Countering melee attacks: Has a 83% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured psion to the recall portal on level 3 of Old Forest. Escort: injured psion (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the injured psion to the recall portal on level 3 of Scintillating Caves. Escort: injured psion (level 3 of Scintillating Caves)As a reward you gained talent category Psionic / Augmented mobility (at mastery 0.80). | done |
You failed to protect the injured seer from death by dread. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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 training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 3225. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * You returned the Vial of Molten Water to Explorer Merek. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 37.5 - 48.8 Physical Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 125% Melee+ +16 lightning +16 light +16 darkness +16 blight +8 fire +12 nature +16 temporal Against +20% Undead +16% Living On Hit.r1 +16 fire On Hit: 10% Epidemic 5 On Hit: * 16% chance to disease * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 32 bleeding, 85% reduced healing * cripple the target While equipped: Stats +10 Dex dps ---------- Phys.crit +36.0% Crit.mult +16.00% Phys.pwr +12 (+1 eff.) Dmg.mod +18% fire Res.pen +10% nature Acc +24 (+3 eff.) Apr +12 ----- def ----- Resists +3% temporal +6% darkness +3% blight +6% fire +6% all Crit.dmg- 5.00% Blind- +15% Disease- +23% Confus- +15% Pinning- +10% Sharp, short and deadly. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +12 Dex +5 Mag +15 Cun dps ---------- Melee+ 12 nature Dmg.mod +11% nature Res.pen +15% blight Acc +15 (+2 eff.) Apr +14 ----- def ----- Armour +3 Resists +9% nature +8% light +8% darkness Phys.save +23 (+4 eff.) Mind.save +5 (+1 eff.) Disarm- +42% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.04 Infravis +1 Cooldown Double Strike -1 Unarmed combat: Power 28.0 - 30.8 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +28 Apr +14 Crit +16.0% Atk.spd 100% On Crit.r2 +14 nature +8 mind +37 darkness +41 light On Hit: 15% Perfect Strike 5 On Hit: 10% Poison Breath 5 On Hit: 10% Perfect Control 5 On Hit: 10% Set Up 5 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 144.43 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light Melee Ret 15 fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Fatigue -6% Resists +6% lightning +8% temporal +10% darkness +8% fire +7% cold Crit.dmg- 10.00% Affinity +5% light Mind.save +10 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +16% ---------- misc Light +11 See.Stealth +11 See.Invis +28 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd 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 83.27 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +13 Str +18 Dex +6 Mag +6 Wil +3 Cun +5 Con dps ---------- Spell.crit +4% Dmg.mod +14% blight +9% nature +13% arcane +10% all Melee Ret 12 nature 8 fire ----- def ----- Armour +5 Defense +30 (+5 eff.) Fatigue +5% Resists +18% darkness +3% nature Phys.save +13 (+2 eff.) Mind.save +12 (+2 eff.) ---------- misc Infravis +9 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +8 Dex +10 Mag +4 Con +13 Lck dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Spell.pwr +15 (+3 eff.) S.pwr/crit +8 Dmg.mod +10% acid +6% arcane +10% blight Res.pen +15% blight +15% physical Melee Ret 8 nature 8 arcane ----- def ----- Armour +15 Fatigue -4% Resists +12% mind Phys.save +29 (+6 eff.) Spell.save +51 (+11 eff.) Mind.save +12 (+2 eff.) Stealth +15 Disease- +50% Silence- +82% Confus- +93% Stun/Frz- +98% ---------- misc Max.enc +44 Stam/turn +1.20 Max.stam +33.00 Infravis +3 Rush: Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 25/25. Range 7 Travel.spd 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. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% arcane +12% lightning Res.pen +30% arcane +10% lightning Melee Ret 8 lightning 8 arcane On Hit (Melee): * 26% chance to disease ----- def ----- Resists +5% arcane +9% lightning ---------- misc Wards +6 physical +7 mind +10 darkness Talents +10 Telekinetic Blast +2 Ward +17 Silence Cooldown Silence -4 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns Puts all charms on 17 cooldown 100% to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +8 Dex +6 Cun +8 Con dps ---------- Phys.pwr +12 (+1 eff.) Melee+ 20 bleed Ranged+ 23 bleed Dmg.mod +3% lightning +3% temporal +12% arcane Res.pen +15% temporal Acc +16 (+2 eff.) Melee Ret 4 temporal On Hit (Melee): * 20% chance to cause random gloom * 30% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 17% chance to cause random gloom ----- def ----- Resists +5% arcane +6% temporal Blind- +46% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Infravis +4 See.Stealth +12 See.Invis +16 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +10 Dex +8 Mag +16 Cun +6 Con dps ---------- Spell.pwr +15 (+3 eff.) Mov.spd +19% Dmg.mod +6% physical Acc +50 (+7 eff.) Apr +15 Melee Ret 8 fire ----- def ----- Armour +7 Defense +30 (+5 eff.) Resists +3% fire Spell.save +19 (+4 eff.) HP.reg +5.20 Silence- +42% Stun/Frz- +50% ---------- misc Stam/turn +0.20 Mana/turn +0.40 Max.stam +36.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +6 Dex +5 Mag +10 Wil +4 Cun dps ---------- Spell.crit +6% Mind.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +8% acid +8% fire +8% cold +7% lightning Melee Ret 4 arcane ----- def ----- Armour +5 Defense +11 (+2 eff.) Fatigue -10% Resists +29% mind Res.Cap +7% all Phys.save +27 (+5 eff.) Mind.save +36 (+7 eff.) HP.reg +3.60 Confus- +50% ---------- misc Equi/ret +0.08 Psi/ret +0.12 Hate/m.crit +2.00 Max.hate +2.00 Masteries +0.35 Cunning/Survival Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master Power 47.0 - 61.1 Physical Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 acid On Hit: * 40% chance to corrode armour by 30% On Crit: * cripple the target * wounds the target for 7 turns: 32 bleeding, 85% reduced healing While equipped: Stats +1 Con dps ---------- Phys.crit +16.0% Phys.pwr +8 (+1 eff.) ----- def ----- Resists +12% acid ---------- misc Telepathy Humanoid/Orc Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +6 Mag +6 Wil +6 Cun +9 Lck dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% blight +3% lightning +10% all Res.pen +25% blight +5% arcane +10% nature Phasing +20% Melee Ret 8 nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +14 Defense +30 (+5 eff.) Fatigue -9% Mind.save +30 (+6 eff.) Stealth +15 Max.HP +103.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +30 Max.enc +60 Mana/turn +0.55 Max.mana +60.00 Infravis +6 Create a temporary shield that absorbs 410 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 49.5 - 64.4 Physical Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +33 blight +9 lightning On Crit.r2 +4 darkness +8 lightning On Hit: 10% Epidemic 5 On Hit: * 40% chance to inflict 15% damage reduction * 23% chance to disease * 25% chance for lightning to arc to a second target * 20% chance to torment the target While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +11% mind +12% darkness ----- def ----- Resists +3% darkness +3% lightning Disease- +28% Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +9 Dex +6 Wil +11 Cun +4 Con dps ---------- Spell.crit +4% Mind.crit +8% Crit.mult +24.00% Spell.pwr +7 (+1 eff.) Dmg.mod +6% lightning +15% arcane +12% darkness Res.pen +5% lightning +14% arcane +15% darkness Acc +10 (+2 eff.) Apr +10 Melee Ret 8 lightning On Hit (Melee): * 35% chance to daze at end of turn * 15% chance to inflict 15% damage reduction ----- def ----- Defense +18 (+3 eff.) Resists +20% blight +20% nature +6% darkness Phys.save +12 (+2 eff.) HP.reg +2.10 Heal.mod +30% ---------- misc Max.mana +99.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Phys.spd +10% Spell.spd +10% Mind.spd +10% Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 68, based on Cunning and Magic) for 10 turns. Uses 42 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 124.97 physical damage and 301.65 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (91% of a turn) Is a spell Description: Inflicts 863.46 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +28 Str +19 Dex +10 Mag +19 Wil +3 Cun +6 Con dps ---------- Crit.mult +44.00% Phys.pwr +10 (+1 eff.) Spell.pwr +15 (+3 eff.) Phys.spd +10% Melee+ 13 light 12 darkness Dmg.mod +10% physical +15% light +15% blight +15% fire +3% mind +15% darkness Acc +10 (+2 eff.) Apr +17 Melee Ret 8 nature On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 15% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue -10% Resists +6% nature Phys.save +41 (+8 eff.) Spell.save +25 (+5 eff.) Mind.save +53 (+10 eff.) Max.HP +80.00 HP.reg +6.70 Heal/summ +10 ---------- misc Hate/m.crit +1.00 Max.hate +4.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +5 Mag +6 Wil +6 Con dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +5 (+1 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +9% acid +8% temporal +7% light +8% physical +7% darkness Acc +10 (+2 eff.) Apr +20 On Hit (Melee): * 34% chance to blind * 15% chance to corrode armour by 30% ----- def ----- Fatigue -10% Resists +9% acid +28% temporal +6% light +56% fire +30% cold Phys.save +20 (+4 eff.) Mind.save +15 (+3 eff.) Max.HP +55.00 HP.reg +7.00 Blind- +38% Confus- +25% Pinning- +50% Knockbk- +50% ---------- misc Infravis +8 Sight +2 See.Invis +15 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
![]() 0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 32 light Ranged+ 35 light Dmg.mod +6% acid Acc +10 (+2 eff.) Apr +15 Melee Ret 4 nature On Hit (Melee): * 30% chance to corrode armour by 30% * Slows global speed by 30% * 11% chance to blind On Hit (Ranged): * 28% chance to blind ----- def ----- Defense +11 (+2 eff.) Spell.save +15 (+3 eff.) HP.reg +1.40 Stun/Frz- +40% ---------- misc Max.stam +25.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Con dps ---------- Melee+ 24 light Ranged+ 22 light On Hit (Melee): * 20% chance to blind On Hit (Ranged): * 17% chance to blind ----- def ----- Spell.save +13 (+3 eff.) ---------- misc Max.stam +19.00 Rings can have magical properties. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Mag +7 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +6% darkness Res.pen +5% darkness On Hit (Melee): * 30% chance to blind ----- def ----- Armour +28 Defense +26 (+4 eff.) Resists +3% light D.Red.from +38% Summoned Phys.save +55 (+11 eff.) Max.HP +53.00 ---------- misc Size +1 Telepathy Dragon A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +20 Dex +4 Mag +20 Cun +4 Con +15 Lck dps ---------- Phys.crit +32.0% Mind.crit +22% Crit.mult +22.00% Phys.pwr +23 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% acid +12% fire +27% nature Res.pen +5% nature +10% blight Melee Ret 12 blight On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% nature +9% blight D.Red.from +29% Summoned Phys.save +11 (+2 eff.) Spell.save +22 (+5 eff.) Mind.save +11 (+2 eff.) Stealth +20 ---------- misc T.Disarm +40 Mana/turn +0.34 Max.mana +43.00 Infravis +10 Size +2 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +2 Dex +5 Mag +9 Wil +9 Cun +3 Con dps ---------- Spell.crit +8% Mind.crit +7% Phys.pwr +2 (+0 eff.) Acc +8 (+1 eff.) Apr +15 ----- def ----- Defense +3 (+1 eff.) Resists +1% physical Die.at -20.00 life Heal.mod +10% ---------- misc Max.stam +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun dps ---------- Dmg.mod +12% darkness Res.pen +15% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning Spell.save +6 (+2 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +32 Mag +11 Wil +6 Cun dps ---------- Spell.crit +46% Mind.crit +3% Crit.mult +10.00% Spell.pwr +127 (+24 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +18 Dmg.mod +60% light +20% mind +19% darkness +11% all Res.pen +18% mind +15% darkness Melee Ret 16 darkness ----- def ----- Armour +21 Defense +26 (+4 eff.) Resists +15% blight +30% light +30% darkness Phys.save +29 (+6 eff.) Spell.save +30 (+6 eff.) Max.HP +140.00 Silence- +98% ---------- misc Mana/turn +0.66 Psi/turn +1.00 Vim/s.crit +2.00 Max.mana +200.00 Max.psi +33.00 Light +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +3 Dex +3 Cun +8 Con dps ---------- Phys.pwr +4 (+0 eff.) Mov.spd +10% Dmg.mod +21% arcane +10% physical Acc +6 (+1 eff.) ----- def ----- Armour +5 Fatigue -15% Resists +11% lightning +12% temporal +12% fire Phys.save +9 (+2 eff.) Max.HP +47.00 HP.reg +0.40 ---------- misc Max.enc +33 Stam/turn +0.90 Size +1 Heave: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Spell.pwr +4 (+1 eff.) Dmg.mod +3% fire Res.pen +10% acid Apr +4 Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Random Unique] Master While equipped: Stats +4 Dex +2 Cun +2 Con +6 Lck dps ---------- Res.pen +10% physical Acc +2 (+1 eff.) Apr +2 ----- def ----- Armour +11 Fatigue +1% Phys.save +10 (+2 eff.) Mind.save +12 (+2 eff.) Stealth +7 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +7 Mag +9 Cun +5 Con dps ---------- Phys.crit +17.0% Phys.pwr +22 (+3 eff.) Spell.pwr +22 (+4 eff.) Dmg.mod +10% acid +6% darkness +10% blight Res.pen +15% physical Apr +26 ----- def ----- Armour +11 Defense +37 (+6 eff.) Rng.Def +12 (+2 eff.) Fatigue +5% Phys.save +48 (+9 eff.) Spell.save +28 (+6 eff.) Mind.save +53 (+10 eff.) HP.reg +0.20 Disease- +50% Silence- +39% Confus- +38% Stun/Frz- +37% ---------- misc Stam/turn +0.20 Max.stam +15.00 See.Invis +6 Evasion: (Instant) Puts all charms on 25 cooldown Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 98 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Melee+ 6 cold Dmg.mod +4% cold Res.pen +5% darkness ----- def ----- Armour +5 Resists +18% cold Blind- +10% Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 6.5 - 7.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 On Hit: 10% Disarm 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +11 Dex +13 Wil +3 Cun +2 Con dps ---------- Dmg.mod +9% blight Res.pen +5% blight Phasing +40% ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +11% blight +14% fire +8% lightning +11% cold Mind.save +26 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +16% cold +8% fire +6% mind +11% lightning ---------- misc Max.mana +20.00 Breathe water A cap made of leather. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +25 Dex +13 Wil +13 Cun +4 Con dps ---------- Phys.pwr +23 (+3 eff.) Dmg.mod +6% lightning +10% all Res.pen +20% lightning +10% physical +5% mind Acc +12 (+2 eff.) Apr +8 On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +50 (+8 eff.) Rng.Def +9 (+2 eff.) Fatigue +5% Resists +30% lightning +15% temporal +45% darkness +13% fire +15% nature +13% acid +30% physical +15% cold +20% light Phys.save +70 (+14 eff.) Spell.save +9 (+2 eff.) Max.HP +110.00 HP.reg +0.40 Heal.mod +30% ---------- misc Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex dps ---------- Dmg.mod +9% blight Res.pen +15% lightning Melee Ret 8 lightning ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +8% Resists +12% blight +3% lightning Phys.save +11 (+2 eff.) Max.HP +66.00 HP.reg +3.90 Heal.mod +16% ---------- misc Stam/turn +1.50 A suit of armour made of leather. |
7 black pearl 7 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+5 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+5 eff.) When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+3 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+3 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+3 eff.) When used as an alchemist bomb: Additional 20 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+4 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+4 eff.) When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: Stats +10 Cun dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +15% light Affinity +5% darkness ---------- misc Light -6 Infravis +12 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 358.29 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Marble of Disruption Marble of Disruption0.1 T4 misc tool [Unique] Nature While equipped: Stats +4 Mag +4 Wil ----- def ----- Confus- +25% Body-Mind Disbalance: Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
Teardrop of the Elder Treant Teardrop of the Elder Treant0.0 misc [Unique] While carried: ----- def ----- Max.HP +50.00 HP.reg +1.00 Heal.mod +10% This marvellous green gem conserves great natural powers. For centuries, it had been kept safe by the Covenant of Winterhill. |
![]() 0.0 T1 misc [Unique] Read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 169 power out of 271/400 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 enormous geode 8 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
12 geode 12 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 large geode 5 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 sugilite 5 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 tanzanite 10 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 tiger's eye 7 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Joe the Superhuman Rogue level 84
10th Mirth 123rd year of Ascendancy at 20:45 see stats
By Joe the Superhuman Rogue level 26
41st Haze 122nd year of Ascendancy at 20:12 see stats
By Joe the Superhuman Rogue level 83
8th Mirth 123rd year of Ascendancy at 20:04 see stats
By Joe the Superhuman Rogue level 97
3rd Dusk 123rd year of Ascendancy at 04:24 see stats
By Joe the Superhuman Rogue level 100
23rd Haze 123rd year of Ascendancy at 21:56 see stats
By Joe the Superhuman Rogue level 94
10th Flare 123rd year of Ascendancy at 10:13 see stats
By Joe the Superhuman Rogue level 19
28th Haze 122nd year of Ascendancy at 18:46 see stats
By Joe the Superhuman Rogue level 100
6th Haze 123rd year of Ascendancy at 06:28 see stats
By Joe the Superhuman Rogue level 8
25th Dusk 122nd year of Ascendancy at 16:21 see stats
By Joe the Superhuman Rogue level 92
6th Flare 123rd year of Ascendancy at 17:16 see stats
By Joe the Superhuman Rogue level 42
1st Wintertide 123rd year of Ascendancy at 15:32 see stats
By Joe the Superhuman Rogue level 29
44th Haze 122nd year of Ascendancy at 15:37 see stats
By Joe the Superhuman Rogue level 10
47th Dusk 122nd year of Ascendancy at 17:06 see stats
By Joe the Superhuman Rogue level 26
41st Haze 122nd year of Ascendancy at 19:39 see stats
By Joe the Superhuman Rogue level 100
24th Haze 123rd year of Ascendancy at 06:50 see stats
By Joe the Superhuman Rogue level 10
47th Dusk 122nd year of Ascendancy at 11:03 see stats
By Joe the Superhuman Rogue level 20
36th Haze 122nd year of Ascendancy at 10:44 see stats
By Joe the Superhuman Rogue level 30
48th Haze 122nd year of Ascendancy at 15:03 see stats
By Joe the Superhuman Rogue level 40
66th Haze 122nd year of Ascendancy at 16:11 see stats
By Joe the Superhuman Rogue level 50
21st Regrowth 123rd year of Ascendancy at 05:27 see stats
By Joe the Superhuman Rogue level 62
75th Regrowth 123rd year of Ascendancy at 17:02 see stats
By Joe the Superhuman Rogue level 6
7th Flare 122nd year of Ascendancy at 01:13 see stats
By Joe the Superhuman Rogue level 29
45th Haze 122nd year of Ascendancy at 12:11 see stats
By Joe the Superhuman Rogue level 36
65th Haze 122nd year of Ascendancy at 14:21 see stats
By Joe the Superhuman Rogue level 27
43rd Haze 122nd year of Ascendancy at 06:42 see stats
By Joe the Superhuman Rogue level 93
6th Flare 123rd year of Ascendancy at 19:23 see stats
By Joe the Superhuman Rogue level 6
77th Pyre 122nd year of Ascendancy at 03:21 see stats
By Joe the Superhuman Rogue level 26
41st Haze 122nd year of Ascendancy at 20:12 see stats
By Joe the Superhuman Rogue level 48
20th Regrowth 123rd year of Ascendancy at 17:06 see stats
By Joe the Superhuman Rogue level 46
19th Regrowth 123rd year of Ascendancy at 03:40 see stats
By Joe the Superhuman Rogue level 24
40th Haze 122nd year of Ascendancy at 15:40 see stats
By Joe the Superhuman Rogue level 13
51st Dusk 122nd year of Ascendancy at 14:53 see stats
By Joe the Superhuman Rogue level 83
8th Mirth 123rd year of Ascendancy at 08:08 see stats
Log
You gain 8.05 gold from the transmogrification of elemental voratun greatmaul (69.5-104.25 power, 4 apr).
You gain 5.81 gold from the transmogrification of chilling stralite greatmaul of corruption (53-79.5 power, 3 apr).
You gain 2.79 gold from the transmogrification of arcing stralite greatmaul of massacre (71.5-107.25 power, 3 apr).
You gain 4.25 gold from the transmogrification of voratun dagger of torment (39-50.7 power, 9 apr).
You gain 6.01 gold from the transmogrification of manaburning voratun dagger of purging (38-49.4 power, 9 apr).
You gain 15.32 gold from the transmogrification of warbringer's voratun battleaxe of vileness (58-87 power, 4 apr).
You gain 14.02 gold from the transmogrification of thunderous voratun battleaxe of erosion (56-84 power, 4 apr).
You gain 10.11 gold from the transmogrification of elemental steel battleaxe of evisceration (19.5-29.25 power, 2 apr).
You gain 8.18 gold from the transmogrification of treant's stralite ring of life.
You gain 4.00 gold from the transmogrification of controlled phase door rune (range 10).
You gain 8.76 gold from the transmogrification of heroism infusion (+8 for 12 turns, die at -556).
There is a Entrance to Vor Pride bastion 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.
Saving game...
Saving done.
Joe deactivates Leeching Poison.
Joe deactivates Lucid Dreamer.
Joe deactivates Stealth.
Orcs patrol wanders around!.
Joe deactivates Trained Reactions.
Joe deactivates Volatile Poison.
Joe deactivates Skate.
Joe deactivates Lacerating Strikes.
Joe deactivates Precise Strikes.
Joe deactivates Apply Poison.
Joe deactivates Exploit Weakness.
Joe deactivates Keen Senses.
Joe deactivates Elemental Harmony.