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! 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. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Improved Auto-explore and Rest 1.5.3Quality 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. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Xorn |
| Class | Shadowblade |
| Level / Exp | 58 / 55% |
| Size | huge |
| Lifes / Deaths | Killed by arcane blade at level 12 on the 76th Pyre 122nd year of Ascendancy at 04:40 3 / 4Killed by Glath the black bear at level 15 on the 4th Mirth 122nd year of Ascendancy at 16:55 Killed by Umsar the halfling at level 18 on the 28th Dusk 122nd year of Ascendancy at 18:14 Killed by Aeribreta the elven warrior at level 40 on the 52nd Haze 122nd year of Ascendancy at 04:50 |
Primary Stats
| Strength | 42 (base 10) |
| Dexterity | 98 (base 55) |
| Constitution | 77 (base 41) |
| Magic | 70 (base 26) |
| Willpower | 70 (base 10) |
| Cunning | 104 (base 57) |
Resources
| Life | 2278/2278 |
| Mana | 641/742 |
| Stamina | 122/296 |
| Healing Factor | 1.9068825910931 |
| Regeneration | 36.099077193143 |
Speed
| Mental | +39.221658362833% |
| Attack | 0% |
| Movement | +20% |
| Spell | +3.0165363095713% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1007 |
| Infravision | 26 |
| Stealth | 65.555264471369 |
Offense: Mainhand
| Damage | 193 |
| Accuracy | 88 |
| Crit Chance | 72% |
| APR | 88 |
| Speed | 0.65 |
| Damage | 210 |
| Accuracy | 88 |
| Crit Chance | 72% |
| APR | 89 |
| Speed | 0.72 |
Offense: Offhand
| Damage | 120 |
| Accuracy | 88 |
| Crit Chance | 76% |
| APR | 91 |
| Speed | 0.72 |
| Damage | 115 |
| Accuracy | 88 |
| Crit Chance | 78% |
| APR | 99 |
| Speed | 0.72 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 44% |
| Speed | 0.97071794085072 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 46 (78.311688311688%) |
| Defense | 71 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 56 |
| Mental Save | 66 |
Defense: Resistances
| All | + 15%( 76%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 94% |
| Fear Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
| Silence Resistance | 75% |
| Teleport Resistance | 50% |
| Disarm Resistance | 100% |
| Stun Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Dexterity 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 527 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Cantrips | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Race / Xorn | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/3 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Blade Flurry |
| talent | Stealth |
| talent | Earth Glide |
| talent | Apply Poison |
| talent | Shadow Combat |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 6.1 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 44% chance to deflect up to 26 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 47% of the way to your next Rank. You have killed: 82 Uniques 39 Bosses 25 Elite Bosses 26 Veterans 0 Heroics 0 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed minotaur nose. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Veluthra the pair of drakeskin leather boots (0 def, 5 armour) Veluthra the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Dex / +6 Mag / +7 Wil / +13 Lck Changes resistances: +9% temporal Changes resistances penetration: +15% blight Changes damage: +3% blight Stealth bonus: +13 Spell save: +9 (+3 eff.) Silence immunity: +45% Confusion immunity: +44% Stun/Freeze immunity: +43% Vim when firing critical spell: +2.00 Spellpower: +8 (+2 eff.) It can be used to blink to a nearby random location (rad 40), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | 33 alchemist bloodstone 33 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern 'Blazeveil' brass lantern 'Blazeveil'Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 12 fire Changes stats: +4 Cun Changes resistances: +18% lightning / +6% fire / +7% light / +5% arcane Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +6% darkness / +3% arcane Damage affinity(heal): +5% darkness Light radius: -8 Infravision radius: +8 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 281.58 damage. The damage dealt 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 | Vorethra the Galesmasher (3 def, 0 armour) Vorethra the Galesmasher (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 mind Changes stats: +10 Mag / +10 Wil / +3 Cun Changes resistances: +20% physical / +13% fire / +16% mind / +12% cold Changes resistances penetration: +15% lightning Changes damage: +16% mind / +20% physical Critical mult.: +5.00% Spell save: +15 (+5 eff.) Mental save: +24 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Maximum hate: +6.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +7% Damage Shield Power: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 342 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Fulontir (0 def, 3 armour) Fulontir (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +3 Damage (Melee): 9 acid / 7 fire / 9 cold / 11 nature / 10 lightning Changes stats: +8 Str / +9 Dex / +2 Mag / +8 Wil / +5 Cun / +4 Con Changes resistances: +9% nature / +3% acid Changes resistances penetration: +20% acid Changes damage: +10% nature Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +13 (+4 eff.) Disarm immunity: +40% Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On hands | rough leather gloves 'Shockwreck' (0 def, 1 armour) rough leather gloves 'Shockwreck' (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 15 mind / 21 darkness Changes stats: +2 Cun Changes resistances: +13% darkness / +3% mind Changes damage: +3% lightning / +4% darkness / +6% mind Mental save: -14 (-4 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lightningfoe (dig speed 2 turns) Lightningfoe (dig speed 2 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +15 (+3 eff.) Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +4 Dex Changes resistances: +21% lightning / +8% physical / +8% darkness / +8% fire Changes resistances penetration: +10% lightning / +19% physical / +15% temporal Changes damage: +9% lightning / +21% temporal Critical mult.: +16.00% Lowers spell cool-downs by: 10% Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Unlightnigh' steel ring 'Unlightnigh'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 19% chance to blind * 30% chance to inflict 15% damage reduction Damage (Melee): 24 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 31 light Damage when hit (Melee): 16 darkness Changes stats: +4 Cun / +5 Mag Changes resistances: +5% arcane / +15% darkness Changes resistances penetration: +20% arcane Changes damage: +6% all Mental save: +9 (+2 eff.) Silence immunity: +30% Confusion immunity: +32% Life regen: +1.10 Mana each turn: +0.18 Maximum life: +62.00 Spellpower: +19 (+4 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +17% Rings can have magical properties. |
| On fingers | voratun ring 'Phoenixdream' voratun ring 'Phoenixdream'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +17 Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Defense: +25 (+6 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +10 Str / +8 Wil / +7 Cun / +9 Con Changes resistances: +38% cold / +36% nature / +9% mind Changes damage: +19% cold / +18% nature / +6% fire Disarm immunity: +38% Pinning immunity: +50% Knockback immunity: +33% Life regen: +1.60 Maximum life: +132.00 Maximum stamina: +5.00 Mindpower: +14 (+4 eff.) Healing mod.: +29% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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. |
| On fingers | Dawnhacker the copper ring Dawnhacker the copper ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -8% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +5 Mag / +7 Wil / +3 Cun Changes resistances: +22% acid / +3% light Changes damage: +11% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+1 eff.) Light radius: +3 Infravision radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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 | Elylerin the gold ring Elylerin the gold ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Changes stats: +10 Str / +6 Mag / +6 Wil / +7 Con Critical mult.: +3.00% Life regen: +2.60 Stamina each turn: +0.60 Maximum life: +111.00 Spellpower: +8 (+2 eff.) Healing mod.: +40% Rings can have magical properties. |
| Around neck | Xanoyawyn the voratun amulet Xanoyawyn the voratun amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Armour: +7 Defense: +21 (+5 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 physical Changes stats: +9 Dex / +6 Mag / +12 Wil / +9 Cun / +9 Con Changes resistances: +1% physical Changes resistances cap: +6% all Changes damage: +7% darkness / +7% temporal / +7% light / +7% physical Critical mult.: +19.00% Physical save: +24 (+8 eff.) Mental save: +60 (+14 eff.) Confusion immunity: +38% Teleport immunity: +50% Life regen: +1.30 Stamina each turn: +1.50 Psi when hit: +0.04 Maximum psi: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +27 (+7 eff.) Movement speed: +10% It can be used to teleport you randomly (rad 47), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | Stokewing (33-46.2 power, 6 apr) Stokewing (33-46.2 power, 6 apr)Requires: - Cunning 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Dex, 50% Mag, 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to disease Damage (Melee): +33 blight / +12 arcane Burst (radius 2) on crit: +4 arcane This is a bardic weapon. When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +9 (+2 eff.) Damage when hit (Melee): 4 arcane / 12 fire Changes stats: +4 Dex / +5 Con Changes resistances: +9% temporal Changes resistances penetration: +10% arcane / +9% physical Disease immunity: +24% Disarm immunity: +18% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
| In main hand | Halylantir the Jetmire (42-58.8 power, 7 apr) Halylantir the Jetmire (42-58.8 power, 7 apr)Requires: - Cunning 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Dex, 50% Mag, 60% Cun Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +20 blight / +28 darkness / +15 acid Burst (radius 2) on crit: +4 lightning Damage against: +12% Living This is a bardic weapon. When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +15 Effects on melee hit: * 30% chance to daze at end of turn * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +14% physical / +15% arcane / +10% darkness Disease immunity: +32% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
| Around waist | hardened leather belt 'Dourmire' hardened leather belt 'Dourmire'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +18 (+3 eff.) Armour: +10 Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes stats: +10 Dex / +10 Cun / +16 Lck Changes resistances: +15% darkness Changes resistances penetration: +10% blight Changes damage: +3% blight / +9% fire / +9% darkness Critical mult.: +21.00% Trap disarming bonus: +40 Stealth bonus: +20 Spell save: +11 (+4 eff.) Infravision radius: +10 Size category: +1 It can be used to create a temporary shield that absorbs 314 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | stralite dagger 'Glintblack' (38.5-50.05 power, 9 apr) stralite dagger 'Glintblack' (38.5-50.05 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 38.5 - 50.1 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 20% chance to blind * 13% chance to disease On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +14 blight / +12 light Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 light This is a bardic weapon. When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes resistances penetration: +10% light / +11% physical Disease immunity: +18% Sharp, short and deadly. |
| In off hand | dwarven-steel dagger 'Toharathel' (33.5-43.55 power, 17 apr) dwarven-steel dagger 'Toharathel' (33.5-43.55 power, 17 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 33.5 - 43.6 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +17 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 sound / +8 light / +10 lightning Damage against: +16% Undead This is a bardic weapon. When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+2 eff.) Changes resistances: +9% sound Changes resistances penetration: +10% physical Blindness immunity: +25% Disarm immunity: +28% Knockback immunity: +10% Only die when reaching: -80.00 life Sharp, short and deadly. |
| Cloak | Scumbone the linen cloak (8 def, 0 armour) Scumbone the linen cloak (8 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 20% chance to disease Damage when hit (Melee): 4 nature Changes stats: +2 Wil Changes resistances: +11% darkness Changes resistances penetration: +7% darkness Changes damage: +6% sound / +6% mind / +9% darkness / +6% nature Stealth bonus: +7 Physical save: +7 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Maximum melody: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Forestmonster the woollen robe (0 def, 0 armour) Forestmonster the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Mag Changes resistances: +21% sound / +14% temporal / +19% light / +14% fire / +9% nature / +14% acid / +14% physical / +14% cold / +21% mind / +6% darkness Changes resistances penetration: +9% darkness / +9% temporal / +25% nature / +19% physical Changes damage: +14% sound / +24% temporal / +13% light / +9% fire / +6% nature / +9% acid / +30% physical / +9% cold / +12% mind / +19% darkness Talent cooldown: Refit Golem (-4 turns) Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (452% speed; 5 turns) movement infusion (452% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the sneak (910% speed; 5 turns) movement infusion of the sneak (910% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 910% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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. |
regeneration infusion of the duelist (heal 520 over 5 turns) regeneration infusion of the duelist (heal 520 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Dexterity stat. 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 wizard (absorb 378 for 3 turns) shielding rune of the wizard (absorb 378 for 3 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: 18 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 378 damage for 3 turns. Its effects scale with your Magic 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. |
Glimmerripper GlimmerripperPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +18 Physical power: +9 (+2 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes stats: +13 Lck / +6 Mag Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +21% temporal / +6% light / +9% physical Talent mastery: +0.27 Cunning / Poisons Critical mult.: +18.00% Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Obsidianstalker the steel amulet Obsidianstalker the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Str / +4 Dex / +3 Mag / +3 Wil Changes resistances: +17% mind / +18% temporal Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Confusion immunity: +27% Pinning immunity: +32% Knockback immunity: +27% See invisible: +6 Amulets can have magical properties. |
Brenugothad the steel ring Brenugothad the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Mag / +5 Wil / +5 Cun Changes resistances: +24% fire Changes damage: +12% fire Spell save: +3 (+1 eff.) Confusion immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +10% Mindpower: +6 (+2 eff.) See invisible: +3 Rings can have magical properties. |
Porymira PorymiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% acid / +24% fire Changes damage: +12% acid / +12% fire / +3% temporal Critical mult.: +10.00% Mental save: +16 (+4 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
savior's copper ring of time (+10%) savior's copper ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Rings can have magical properties. |
steel ring 'Cystrigor' steel ring 'Cystrigor'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +5 Mag / +13 Wil Changes resistances: +3% nature Changes resistances penetration: +5% nature Critical mult.: +5.00% Life regen: +0.90 Equilibrium when hit: +0.04 Maximum life: +60.00 Spellpower: +8 (+2 eff.) Healing mod.: +13% Rings can have magical properties. |
acidic iron dagger of vileness (10-13 power, 5 apr) acidic iron dagger of vileness (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 4% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +4 acid / +5 blight This is a bardic weapon. Sharp, short and deadly. |
arcing iron dagger of phasing (10-13 power, 10 apr) arcing iron dagger of phasing (10-13 power, 10 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +8% Damage (Melee): +4 lightning This is a bardic weapon. Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
slime-covered iron dagger of erosion (10-13 power, 5 apr) slime-covered iron dagger of erosion (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% Damage (Melee): +5 temporal / +4 nature This is a bardic weapon. Sharp, short and deadly. |
steel dagger 'Radhusin' (19.5-25.35 power, 6 apr) steel dagger 'Radhusin' (19.5-25.35 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +12 acid This is a bardic weapon. When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Changes resistances penetration: +10% blight Critical mult.: +10.00% Spell save: +3 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+0 eff.) Sharp, short and deadly. |
thought-forged iron dagger of erosion (10-13 power, 5 apr) thought-forged iron dagger of erosion (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to cause random gloom Damage (Melee): +5 temporal / +6 mind / +4 nature This is a bardic weapon. When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, short and deadly. |
thought-forged iron dagger of massacre (16-20.8 power, 5 apr) thought-forged iron dagger of massacre (16-20.8 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +5 mind This is a bardic weapon. When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, short and deadly. |
Xerina the steel rapier (13-18.2 power, 4 apr) Xerina the steel rapier (13-18.2 power, 4 apr)Requires: - Cunning 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Dex, 50% Mag, 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Crit. chance: +2.0% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid This is a bardic weapon. When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Changes stats: +3 Str / +3 Dex Changes resistances penetration: +17% physical Changes damage: +8% physical Physical save: +9 (+3 eff.) Pinning immunity: +5% Stun/Freeze immunity: +20% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
dwarven-steel rapier 'Eilinynne' (19.5-27.3 power, 5 apr) dwarven-steel rapier 'Eilinynne' (19.5-27.3 power, 5 apr)Requires: - Cunning 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 3 Base power: 19.5 - 27.3 Uses stats: 40% Dex, 50% Mag, 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 111% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +26 insidious poison / +11 light Damage against: +17% Undead This is a bardic weapon. When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +10 Changes stats: +5 Dex Changes resistances penetration: +20% acid / +11% physical Changes damage: +15% mind Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
flaming iron rapier (11-15.4 power, 3 apr) flaming iron rapier (11-15.4 power, 3 apr)Requires: - Cunning 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 11.0 - 15.4 Uses stats: 60% Cun, 50% Mag, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
hardened leather belt 'Pitchgrit' hardened leather belt 'Pitchgrit'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +4 Dex / +4 Cun / +7 Lck Changes resistances: +9% darkness Critical mult.: +8.00% Trap disarming bonus: +10 Stealth bonus: +8 Spell save: +9 (+3 eff.) Maximum life: +10.00 Maximum stamina: +15.00 Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
padded rough leather belt of carrying padded rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% sound Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Ravengrinder' rough leather belt 'Ravengrinder'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +7 Str / +4 Dex / +2 Wil / +4 Cun / +5 Con / +6 Lck Changes resistances: +6% light / +6% darkness Changes resistances penetration: +10% darkness Trap disarming bonus: +7 Stealth bonus: +7 Physical save: +6 (+2 eff.) Infravision radius: +4 See invisible: +12 Size category: +1 A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Xanybrekira the Glowtide (1 def, 0 armour) Xanybrekira the Glowtide (1 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil / +2 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +10% light Changes damage: +7% lightning / +6% sound Reduces incoming crit damage: 15.00% Mental save: +7 (+1 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Infravision radius: +2 See invisible: +3 Maximum melody: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Saluma (0 def, 0 armour) Saluma (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Cun / +1 Con Changes resistances: +6% temporal Critical mult.: +11.00% Mental save: +17 (+4 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Teharahek the elven-silk robe (5 def, 0 armour) Teharahek the elven-silk robe (5 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +16 Str / +15 Mag / +16 Wil / +3 Cun / +9 Con Changes resistances: +47% lightning / +19% physical / +20% light / +24% acid / +27% cold / +32% mind / +20% sound Changes damage: +35% lightning / +48% physical / +38% cold / +19% nature / +16% acid Critical mult.: +5.00% Physical save: +39 (+12 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Poison immunity: +40% Disease immunity: +50% Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Layama' (0 def, 1 armour) pair of rough leather boots 'Layama' (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -12% Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Wil / +7 Cun Changes resistances penetration: +5% arcane Maximum encumbrance: +23 Physical save: +5 (+1 eff.) Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 116% 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. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Xariawyn the Balancestalker (0 def, 1 armour) Xariawyn the Balancestalker (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 light Damage when hit (Melee): 8 mind / 8 nature Changes resistances: +7% light Changes resistances penetration: +10% nature Changes damage: +4% light / +9% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of strength (+3) (0 def, 1 armour) polar rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +3 Str Changes resistances: +5% cold Changes damage: +3% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Salyvea the linen wizard hat (1 def, 2 armour) Salyvea the linen wizard hat (1 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +4 Cun Changes resistances: +4% lightning / +10% temporal / +4% light / +4% fire / +4% nature / +10% acid / +4% blight / +4% cold / +4% darkness Mental save: +6 (+1 eff.) Disease immunity: +10% Teleport immunity: +15% Life regen: +1.90 Only die when reaching: -40.00 life Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
linen wizard hat of frost (+16%) (1 def, 0 armour) linen wizard hat of frost (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
12 agate 12 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. |
1073 alchemist agate 1073 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx 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. |
7 aquamarine 7 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Bregyromilar the Poxwing (dig speed 4 turns) Bregyromilar the Poxwing (dig speed 4 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Changes stats: +19 Str / +3 Mag / +10 Wil / +5 Cun / +3 Con Changes resistances: +12% nature / +6% acid Physical save: +11 (+3 eff.) Spell save: +42 (+11 eff.) Mental save: +9 (+2 eff.) Maximum life: +124.00 Maximum stamina: +29.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Mental crit. chance: +13% Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Glorutha' (dig speed 19 turns) iron pickaxe 'Glorutha' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Wil / +4 Con Reduces incoming crit damage: 15.00% Maximum life: +24.00 Maximum stamina: +17.00 Light radius: +2 Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald 3 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. |
9 spinel 9 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. |
5 turquoise 5 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (126 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +40.00 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
ruby 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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of accuracy (20/20, 12.5-15 power, 1 apr)pouch of iron shots of accuracy (20/20, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
Gunymaldil the iron torque of kinetic psionic shield [power 23] (20 cooldown) Gunymaldil the iron torque of kinetic psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +6% mind Changes damage: +3% mind Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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. |
44 alchemist diamond 44 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
60 alchemist moonstone 60 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
120 alchemist quartz 120 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
246 alchemist citrine 246 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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
Exterminator (Uniques)
Killed 1000 creatures.By Xoxo the Xorn Shadowblade level 51
61st Haze 122nd year of Ascendancy at 02:43 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Xoxo the Xorn Shadowblade level 36
42nd Haze 122nd year of Ascendancy at 01:58 see stats
Level 10 (Uniques)
Got a character to level 10.By Xoxo the Xorn Shadowblade level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By Xoxo the Xorn Shadowblade level 20
60th Dusk 122nd year of Ascendancy at 14:12 see stats
Level 30 (Uniques)
Got a character to level 30.By Xoxo the Xorn Shadowblade level 30
39th Haze 122nd year of Ascendancy at 18:19 see stats
Level 40 (Uniques)
Got a character to level 40.By Xoxo the Xorn Shadowblade level 40
51st Haze 122nd year of Ascendancy at 23:44 see stats
Level 50 (Uniques)
Got a character to level 50.By Xoxo the Xorn Shadowblade level 50
54th Haze 122nd year of Ascendancy at 09:37 see stats
Poisonous (Uniques)
Sided with the assassin lord.By Xoxo the Xorn Shadowblade level 20
60th Dusk 122nd year of Ascendancy at 21:05 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Xoxo the Xorn Shadowblade level 51
55th Haze 122nd year of Ascendancy at 10:11 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Xoxo the Xorn Shadowblade level 50
54th Haze 122nd year of Ascendancy at 17:20 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Xoxo the Xorn Shadowblade level 37
42nd Haze 122nd year of Ascendancy at 12:20 see stats
Slimefest (Uniques)
Have 100 walls on the sludgenest turn into hostile creatures.By Xoxo the Xorn Shadowblade level 57
3rd Decay 122nd year of Ascendancy at 08:41 see stats
The Arena (Uniques)
Unlocked Arena mode.By Xoxo the Xorn Shadowblade level 12
76th Pyre 122nd year of Ascendancy at 06:24 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Xoxo the Xorn Shadowblade level 37
43rd Haze 122nd year of Ascendancy at 10:04 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Xoxo the Xorn Shadowblade level 17
16th Dusk 122nd year of Ascendancy at 22:04 see stats
Log
Blade Flurry hits Brittle clear ooze for 16 fire, 15 light, 77 lightning (108 total damage).
Xoxo hits Brittle clear ooze for 4 arcane damage.
Xoxo hits Brittle clear ooze for 914 physical damage.
Xoxo hits Brittle clear ooze for 5 lightning damage.
Xoxo killed Brittle clear ooze!
Xoxo killed Brittle clear ooze!
Brittle clear ooze misses Xoxo.
Xoxo performs a melee critical strike against Brittle clear ooze!
Xoxo performs a melee critical strike against Brittle clear ooze!
Xoxo performs a melee critical strike against Brittle clear ooze!
Xoxo hits Brittle clear ooze for 731 physical damage.
Xoxo killed Brittle clear ooze!
Talent Stealth is ready to use.
Xoxo activates Stealth.
Xoxo picks up (8.): pouch of iron shots of accuracy (20/20, 12.5-15 power, 1 apr).
You pickup 0.85 gold pieces.
Xoxo deactivates Numbing Poison.
Xoxo deactivates Shadow Combat.
Xoxo deactivates Stealth.
Xoxo deactivates Earth Glide.
Xoxo deactivates Apply Poison.
Xoxo deactivates Shadow Feed.
Xoxo deactivates Crippling Poison.
Xoxo deactivates Trained Reactions.
Xoxo deactivates Blade Flurry.
