













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Experience Controller Updated 1.7.5Fully customizable experience controller. Makes you able to set your desired EXP multiplier (exp you get from kills) from gameplay settings and change it real-time. This is the updated version of Errant Nyle's original mod to make it work with >1.7.5 Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Expanded Shop Inventory 1.7.4Significantly 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. Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 15 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 15 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escort Selector Plus 1.7.6护送增强: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Godmode 1.7.6Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 25 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 15 on the 2nd Dusk 122nd year of Ascendancy at 04:17 2 / 15Killed by Sawtree at level 17 on the 16th Dusk 122nd year of Ascendancy at 17:53 Killed by Sawtree at level 17 on the 30th Dusk 122nd year of Ascendancy at 04:56 Killed by Sawtree at level 17 on the 30th Dusk 122nd year of Ascendancy at 06:15 Killed by spitting spider at level 18 on the 31st Dusk 122nd year of Ascendancy at 10:52 Killed by Isletira the netherworm mass at level 19 on the 32nd Dusk 122nd year of Ascendancy at 22:38 Killed by Betyna the large white snake at level 19 on the 33rd Dusk 122nd year of Ascendancy at 05:14 Killed by worm that walks at level 20 on the 34th Dusk 122nd year of Ascendancy at 03:03 Killed by Ash at level 24 on the 70th Dusk 122nd year of Ascendancy at 13:03 Killed by Ce&039;Neth the elven cultist at level 25 on the 76th Dusk 122nd year of Ascendancy at 23:18 Killed by Ganor the elven tempest at level 25 on the 77th Dusk 122nd year of Ascendancy at 06:53 Killed by Ganor the elven tempest at level 25 on the 77th Dusk 122nd year of Ascendancy at 07:30 Killed by Ganor the elven tempest at level 25 on the 77th Dusk 122nd year of Ascendancy at 08:19 Killed by Ganor the elven tempest at level 25 on the 77th Dusk 122nd year of Ascendancy at 09:06 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 20 (base 11) |
| Constitution | 25 (base 10) |
| Magic | 50 (base 50) |
| Willpower | 61.795302906269 (base 25) |
| Cunning | 55.795302906269 (base 38) |
Resources
| Life | -159/506 |
| Equilibrium | 73 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 3.6546829290948 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.252429903437 |
| See Invisible | 35.252429903437 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 37 |
| Crit Chance | 24% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 37 |
| Crit Chance | 33% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Fire | +48% |
| Nature | +27% |
| Cold | +20% |
| Physical | +20% |
| Mind | +37% |
| All | +12% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +10% |
| Nature | +7% |
| Fire | +25% |
| Arcane | +15% |
| Mind | +7% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 19 (60%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Arcane | -2%( 70%) |
| Mind | 8%( 70%) |
| All | -8%( 70%) |
| Lightning | 5%( 70%) |
| Light | -4%( 70%) |
| Physical | -2%( 70%) |
| Darkness | -4%( 70%) |
| Fire | 13%( 70%) |
| Nature | 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 25% |
| Silence Resistance | 10% |
| Stun Resistance | 20% |
| Poison Resistance | 30% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Wild-gift / Summoning (utility) | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.53 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| beneficial effect | +15% fire damage. Resonance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target burns with darkness, taking 39.89 damage each turn until it dies or runs away. Only Ashes Left |
| detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Ganor the elven tempest) up to 3 times the normal amount of Vim. Bleak Outcome |
| detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 32.23 darkness damage per turn. Bane of Confusion |
| detrimental effect | The target is blinded, unable to see anything and takes 32.23 darkness damage per turn. Bane of Blindness |
Quests
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Wolfmire. Escort: worried loremaster (level 2 of Wolfmire)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Sawtree. Escort: worried loremaster (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Wolfmire. Escort: worried loremaster (level 3 of Wolfmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | 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 |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed ritch stinger. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed hummerhorn wing. * You&WHITELIGHT_GREEN039;ve found the needed pouch of luminous horror dust. * You&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Dmg.mod +3% mind ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Max.stam +11.00 Max.hate +2.00 A pair of boots made of leather. |
| Light source | Glebeth2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex ----- def ----- Defense +5 (+3 eff.) Resists +6% mind +5% arcane Crit.chn- 10.00% Affinity +4% acid +4% physical Disarm- +20% ---------- misc Light +3 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 | cashmere wizard hat &039; (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +30 (+7 eff.) Dmg.mod +13% fire Res.pen +20% fire ----- def ----- Defense +2 (+1 eff.) Resists +19% fire ---------- misc Equi/ret +0.08 A pointy cloth hat, very wizardly... |
| On hands | Haremaregorach the Galenaught (5 def, 3 armour)1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +3 Defense +5 (+3 eff.) Resists +12% lightning HP.reg +1.00 Poison- +10% Silence- +10% Knockbk- +10% ---------- misc Stam/turn +0.60 Max.stam +12.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Beteda the Sootparry [power 410] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% darkness +15% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +3% darkness Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue&0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Res.pen +2% nature ----- def ----- Defense +6 (+3 eff.) Poison- +20% Rings make your fingers look great! |
| On fingers | Sunbreacher0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +10 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Res.pen +10% light ----- def ----- Resists +3% light Talents granted by this ego do not have their typical weapon type requirements. Stunning Blow: Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Hit the target twice with your two-handed weapon, doing 63% damage. Each hit will try to stun the target for 4 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
| Around neck | bloodstone copper amulet of mastery (0.13 Wild-gift / Summoning (augmentation))0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Resists +6% nature +5% physical Max.HP +11.00 HP.reg +2.00 ---------- misc Masteries +0.13 Wild-gift/Summoning (augmentation) Amulets make your neck look great! |
| In main hand | garnet mindstar (10-11 power, 27 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 48% Wil, 80% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +9% Mind.pwr +19 (+5 eff.) Dmg.mod +8% physical +8% cold +8% fire +6% all ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. This item has been sent to the Item& |
| Around waist | Cord of the Steeled Mind Cord of the Steeled Mind1.0 T2 belt armor [Unique] Master/Psionic While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Mind.save +17 (+6 eff.) Stealth +5 Confus- +25% Stun/Frz- +20% ---------- misc Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 30.9%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In off hand | living mindstar &039; (17-19 power, 59 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 80% Wil, 48% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +59 Crit +11.0% Atk.spd 100% On Hit: * 15% chance to slow global speed by 68% * 17% chance to reduce armor by 29% While equipped: dps ---------- Mind.crit +6% Mind.pwr +40 (+9 eff.) Dmg.mod +7% mind Res.pen +7% mind +5% nature ----- def ----- Resists +8% mind +6% nature Dmg.Resnn +15% Mind.save +10 (+4 eff.) ---------- misc Psi/ret +1.10 Hate/m.crit +1.00 Max.psi +43.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Infernopower the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+1 eff.) Res.pen +5% fire ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | garnet cloth (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind +6% all Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This item has been sent to the Item& |
Inventory
[GodMode] [GodMode]0.0 godmode scroll [Plot Item] Unknown Grant forbidden power. Uses 0 power out of 100/100 Unlimited power. |
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+4 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Shimmerwire the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Acc +30 (+17 eff.) Melee Ret 8 lightning ----- def ----- HP.reg +4.00 Stun/Frz- +32% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
cruel elven-wood starstaff of breaching (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +14.00% Spell.pwr +12 (+5 eff.) Dmg.mod +25% temporal Res.pen +12% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of channeling (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +26 (+10 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ---------- misc Mana/turn +0.29 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
magewarrior&5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +8 (+4 eff.) Spell.pwr +21 (+8 eff.) Dmg.mod +25% cold Acc +6 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fractal stralite battleaxe of massacre (58-87 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +9 mind While equipped: dps ---------- Res.pen +9% temporal Massive two-handed battleaxes. |
horrifying mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 mind 4 darkness Dmg.mod +2% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Serpent&3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 149.11 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Hailmalice (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +2 Dex dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 10 mind 6 darkness Dmg.mod +12% physical +4% mind +4% darkness Res.pen +10% physical ----- def ----- Resists +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
amber mindstar (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Mind.crit +9% Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid +8% all ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 120.95 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item& |
swashbuckler&7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Master Learn shield attack talent or enable &039; to see combat stats. While equipped: Stats +6 Str +3 Dex dps ---------- Acc +4 (+4 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Resists +9% all Phys.save +18 (+9 eff.) Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betorimina the Filthwar (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.crit +8% Spell.pwr +8 (+4 eff.) Dmg.mod +41% nature +25% temporal Res.pen +20% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +12% nature +15% fire +6% mind +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frostwrest (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Rare] Master While equipped: dps ---------- Spell.crit +7% Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +34% cold Spell.save +18 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
Gleamhunger (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% Dmg.mod +3% light Res.pen +5% light ----- def ----- Armour +1 Resists +5% cold +6% fire Die.at -40.00 life A pair of boots made of leather. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +30 (+7 eff.) ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Max.psi +50.00 A pair of boots made of leather. |
storm drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning Acc +7 (+6 eff.) Apr +8 ----- def ----- Armour +3 Resists +7% lightning Learn an unarmed attack talent or enable &039; to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Winterwill the cashmere wizard hat (12 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +15% acid +3% cold Res.pen +10% cold Acc +30 (+17 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +12 (+6 eff.) Resists +22% acid A pointy cloth hat, very wizardly... |
cashmere wizard hat &039; (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +13% physical +6% nature +24% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Defense +2 (+1 eff.) Resists +13% physical A pointy cloth hat, very wizardly... |
Turondur the Loamsquall (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Dmg.mod +12% nature On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Defense +1 (+1 eff.) Resists +9% cold +5% arcane +3% darkness ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
15 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
14 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+7 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.0 T5 white 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe&0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
109 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Prox&2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Malihad the dwarven-steel torque of gale force [power 210] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Res.pen +25% physical Apr +2 Melee Ret 6 physical ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 252 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ash the Cornac Summoner level 17
31st Dusk 122nd year of Ascendancy at 00:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ash the Cornac Summoner level 21
45th Dusk 122nd year of Ascendancy at 10:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
34th Dusk 122nd year of Ascendancy at 19:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ash the Cornac Summoner level 10
4th Mirth 122nd year of Ascendancy at 02:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ash the Cornac Summoner level 20
33rd Dusk 122nd year of Ascendancy at 08:23 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ash the Cornac Summoner level 16
16th Dusk 122nd year of Ascendancy at 07:04 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ash the Cornac Summoner level 8
78th Pyre 122nd year of Ascendancy at 20:01 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ash the Cornac Summoner level 16
8th Dusk 122nd year of Ascendancy at 00:31 see stats
Log
Rain of Fire killed 3-headed hydra (wild summon)!
Bane of Blindness from Ganor the elven tempest hits Ash for 33 darkness damage.
Only Ashes Left from Ganor the elven tempest hits Ash for 40 darkness damage.
---------- Turn 4 ----------
Ash uses Nature&
Something drains life from Ash!
Something hits Ash for 29 fire damage.
Something receives 5 healing from Ash.
Ash receives 641 healing.
Something hits Ash for 26 fire damage.
Thunderstorm hits Ash for 45 lightning, 31 lightning (76 total damage).
Something drains life from Ash!
Something hits Ash for 26 fire damage.
Something receives 4 healing from Ash.
Something hits Ash for 23 fire damage.
Bane of Blindness from Ganor the elven tempest hits Ash for 34 darkness damage.
Only Ashes Left from Ganor the elven tempest hits Ash for 41 darkness damage.
---------- Turn 5 ----------
Ash summons a War Hound!
Ash&
Ash&
Something receives 57 healing from Ash.
Ash receives 34 healing.
Something receives 32 healing from Ash.
Something receives 47 healing from Ash.
Something receives 30 healing from Ash.
Ash wanders around!
Ash HEALS from physical damage!
Thunderstorm hits Ash for 43 lightning, 27 lightning (70 total damage).
Rain of Fire hits Ash for 44 physical, 2 healing, 38 fire (82 total damage) [2 healing].








































































































