Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Auto-use inscriptions when saturated 1.2.5Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Tirakai's Maul Fix 1.2.5NO LONGER NEEDS TO BE USED. Do not use if you are running 1.3 or higher. Fixed Tirakai's Maul pre 1.3 New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ToME Wyrmic Tweaks Mk. II 1.2.3A large series of Wyrmic tweaks, designed to keep the character of the class intact, but also increase its effectiveness and synergy. Stoneheart 1.2.3Adds a new class: the Stoneheart! Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Hate Tweak 1.2.5Changes the Hate resource to always rest to at least 25 once a battle has ended. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Treant Race 1.1.5Adds in a Treant Race. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Grapple Tweak 1.2.5Removes the size check on grappling. Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Midnight 1.2.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! 1.2.3Bite-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 1.2.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Ashes of Urh'Rok 1.2.4Official 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:
Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Necromancy+ 1.2.5Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Faerie |
| Class | Forge Knight |
| Level / Exp | 36 / 75% |
| Size | tiny |
| Lifes / Deaths | Killed by Liserin the ink squid at level 17 on the 11st Dusk 122nd year of Ascendancy at 19:22 3 / 4Killed by Betariavea the blade horror at level 25 on the 45th Dusk 122nd year of Ascendancy at 02:59 Killed by Betariavea the blade horror at level 25 on the 45th Dusk 122nd year of Ascendancy at 15:10 Killed by elven blood mage at level 29 on the 56th Dusk 122nd year of Ascendancy at 12:25 |
Primary Stats
| Strength | 56 (base 29) |
| Dexterity | 108 (base 60) |
| Constitution | 51 (base 33) |
| Magic | 48 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 103 (base 60) |
Resources
| Life | 1357/1357 |
| Stamina | 312/312 |
| Psi | 118/118 |
| Healing Factor | 1.6208257955034 |
| Regeneration | 24.565635810425 |
Speed
| Mental | +51.086956521737% |
| Attack | 0% |
| Movement | +154.34314975255% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 15 |
Offense: Mainhand
| Damage | 154 |
| Accuracy | 105 |
| Crit Chance | 107% |
| APR | 40 |
| Speed | 0.07 |
Offense: Offhand
| Damage | 89 |
| Accuracy | 111 |
| Crit Chance | 107% |
| APR | 55 |
| Speed | 0.42 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43.933333333333 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 101.6 (95.66265060241%) |
| Defense | 73.904059205016 |
| Ranged Defense | 74.904059205016 |
| Fatigue | 32.023130715438 |
| Physical Save | 62.99375 |
| Spell Save | 56.375 |
| Mental Save | 74.34375 |
Defense: Resistances
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 48% |
| Fear Resistance | 30% |
| Blind Resistance | 30% |
| Disarm Resistance | 100% |
| Bleed Resistance | 30% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 12% for 4 turns. |
Class Talents
| Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Vigorous Assault |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +122% Defense: +58 Avoidance of some traps. |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You rescued Pidro Vales and brought him safely back to the Bazaar. Mayor Dambascus should be happy. Go, talk to him again. Delivery Services | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 217. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed wretchling eyeball. | 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 within20 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
Equipment
| On feet | Bregolafast the pair of hardened leather boots (16 def, 3 armour) Bregolafast the pair of hardened leather boots (16 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +16 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes resistances: +15% darkness / +19% temporal Changes resistances penetration: +12% darkness / +13% temporal Changes damage: +12% arcane Physical save: +11 Spell save: +7 Mental save: +10 Stamina each turn: +0.80 Vim when firing critical spell: +3.00 Maximum mana: +20.00 Maximum stamina: +28.00 Maximum vim: +10.00 Spellpower: +2 Movement speed: +20% Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 29 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 Defense: +15 Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | reforged Steel Helm of Garkul (4 def, 15.5 armour) reforged Steel Helm of Garkul (4 def, 15.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +14% lightning / +14% darkness Changes damage: +10% physical Talent masteries: +0.10 Technique / Combat training +0.20 Technique / Thuggery Talent granted: +5 Mental Shielding Physical save: +12 Spell save: +12 Mental save: +46 Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +74.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ashraptor the dwarven-steel gauntlets (0 def, 2 armour) Ashraptor the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +24 Armour penetration: +10 Armour: +2 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 acid / 6 fire / 8 blight / 6 cold / 10 mind / 5 lightning Changes stats: +11 Dex / +6 Mag / +4 Wil / +7 Cun Changes resistances: +6% lightning / +9% darkness / +7% blight / +9% fire / +8% mind / +7% light Changes damage: +6% mind / +6% blight Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Khelerig' (dig speed 4 turns) dwarven-steel pickaxe 'Khelerig' (dig speed 4 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 Physical crit. chance: +11.0% Defense: +4 Ranged Defense: +4 Changes stats: +8 Str / +4 Mag / +4 Wil / +4 Cun Changes resistances: +17% darkness / +7% fire Changes damage: +11% mind / +10% fire Mental save: +25 Disarm immunity: +15% Knockback immunity: +15% Maximum mana: +38.00 Spell crit. chance: +6% Mental crit. chance: +10% Infravision radius: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Fatigue: -4% Damage when hit (Melee): 8 physical Changes stats: +8 Dex / +5 Mag / +11 Cun Changes resistances: +5% arcane Life regen: +0.90 Maximum life: +58.00 Spellpower: +8 Healing mod.: +17% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Filthquencher FilthquencherPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Mag Changes resistances penetration: +10% temporal Changes damage: +15% nature Spell save: +10 Life regen: +0.90 Maximum life: +69.00 Healing mod.: +16% Rings can have magical properties. |
| Around neck | Beunik the Swampumbra Beunik the SwampumbraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +1 Mag / +3 Wil Changes resistances: +18% lightning Talent mastery: +0.28 Technique / Battle tactics Spell save: +10 Mental save: +8 Confusion immunity: +18% Stun/Freeze immunity: +28% Maximum mana: +40.00 Maximum vim: +10.00 Mindpower: +8 Amulets can have magical properties. |
| In main hand | (Forged Item) Boryrastir (37-40.7 power, 1 apr) (Forged Item) Boryrastir (37-40.7 power, 1 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 37.0 - 40.7 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +1.6% crit.pwr / acc Accuracy bonus: +0.8% crit / acc Accuracy bonus: +1.0% turn loss / acc This weapon will act as a psionic focus. Armour Penetration: +1 Physical crit. chance: +11.0% Attack speed: 1000% On weapon hit: * 17% chance to corrode armor * 10% chance to cause random insanity * Slows global speed by 5% * 8% chance to daze * 12 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * wounds the target reducing their healing Damage (Melee): +5 lightning / +6 temporal / +66 % trip chance / +10 insidious poison / +20 nature / +12 mind Burst (radius 2) on crit: +41 ice / +7 fire Damage against: +15% Unnatural When wielded/worn: Accuracy: +84 Armour penetration: +29 Physical crit. chance: +44.0% Physical power: +48 Armour: +34 Defense: +21 Damage when hit (Melee): 16 mind / 6 nature Changes stats: +5 Str / +17 Dex / +2 Mag / +3 Wil / +3 Cun / +15 Con Changes resistances: +8% acid / +8% lightning / +8% cold / +8% fire / +3% all Changes resistances penetration: +29% acid / +53% physical / +6% darkness / +17% lightning / +6% nature / +16% fire / +11% mind / +41% cold Changes damage: +27% physical Critical mult.: +14.00% Spell save: +6 Disarm immunity: +58% Life regen: +1.90 Stamina when hit: +0.70 Global speed: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A long, leather whip. This item has been sent to the Item's Vault. |
| Around waist | Breezequencher BreezequencherInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +4 Dex / +5 Cun / +1 Con / +7 Lck Changes resistances: +6% light Trap disarming bonus: +17 Stealth bonus: +7 Mental save: +5 Mindpower: +3 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | reforged rough leather whip 'Flowerzeal' (25-27.5 power, 16 apr) reforged rough leather whip 'Flowerzeal' (25-27.5 power, 16 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 25.0 - 27.5 Uses stat: 120% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Accuracy: +40 Armour Penetration: +16 Physical crit. chance: +11.0% Attack speed: 156% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +39 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes damage: +3% nature / +19% physical A long, leather whip. |
| Cloak | Pawnch's Shell (0 def, 2 armour) Pawnch's Shell (0 def, 2 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
| Main armor | reforged Yvoba the Smearwolf (6.5 def, 25.5 armour) reforged Yvoba the Smearwolf (6.5 def, 25.5 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +26 Defense: +6 Fatigue: +20% Effects on melee hit: * 20% chance to disease Changes stats: +2 Str / +2 Con Changes resistances: +5% acid / +6% physical / +20% lightning / +6% blight / +5% fire / +6% nature / +5% cold Talent cooldown: Rush (-5 turns) Physical save: +34 Cut immunity: +30% Disarm immunity: +20% Pinning immunity: +30% Stun/Freeze immunity: +52% Knockback immunity: +21% Life regen: +6.00 Maximum life: +248.00 A suit of armour made of metal plates. |
Inventory
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Yvamida YvamidaPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +1 Mag / +5 Cun / +4 Con Changes resistances: +10% temporal Changes resistances penetration: +15% blight Pinning immunity: +24% Knockback immunity: +23% Life regen: +0.30 Stamina each turn: +0.50 Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +25.00 Spell crit. chance: +2% Movement speed: +10% Amulets can have magical properties. |
serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 Defense: +6 Changes stats: +6 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 27 power out of 30/30) : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 4.35 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Gylaith GylaithPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +8 Mag / +5 Wil Changes resistances: +6% blight / +3% fire / +3% light Spell save: +16 Spellpower: +6 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Voryth the steel ring Voryth the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Mag / +7 Wil / +5 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Mindpower: +7 Infravision radius: +2 Rings can have magical properties. |
gold ring 'Lustrebrace' gold ring 'Lustrebrace'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes resistances: +13% mind Changes resistances penetration: +5% light Changes damage: +13% mind / +5% all Spell save: +18 Spellpower: +8 Mindpower: +11 Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties. |
reforged Umbral Razor (30.7-39.91 power, 25 apr) reforged Umbral Razor (30.7-39.91 power, 25 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 30.7 - 39.9 Uses stats: 51% Dex, 51% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +39 Armour Penetration: +25 Physical crit. chance: +16.0% Attack speed: 118% When this weapon hits: Virulent Disease (10% chance level 1). Damage (Melee): +13 cold When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +7% light Stealth bonus: +10 Sharp, short and deadly. |
reforged Tirakai's Maul (94.4-141.6 power, 28 apr) reforged Tirakai's Maul (94.4-141.6 power, 28 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 94.4 - 141.6 Uses stats: 19% Mag, 129% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +40 Armour Penetration: +28 Physical crit. chance: +20.0% Attack speed: 119% When this weapon hits: Cripple (10% chance level 3). Damage (Melee): +60 arcane / +60 cold Burst (radius 2) on crit: +48 blinding light When wielded/worn: Physical crit. chance: +4.0% Changes stats: +8 Dex / +8 Cun / +8 Mag Changes damage: +29% darkness / +29% fire / +16% light / +8% all Talent granted: +5 Deadly Strikes Spell crit. chance: +4% Mental crit. chance: +4% Massive two-handed mauls. |
forged balanced iron throwing knives of accuracy (4/4, 15-19.5 power, 21 apr) forged balanced iron throwing knives of accuracy (4/4, 15-19.5 power, 21 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 1 Base power: 15.0 - 19.5 Uses stats: 52% Dex, 52% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +45 Armour Penetration: +21 Physical crit. chance: +12.0% Attack speed: 119% Firing range: +3 Capacity: 4 When this weapon hits: Silence (10% chance level 2). Damage (Melee): +26 cold When wielded/worn: Accuracy: +6 Defense: +5 Changes damage: +14% fire Talent granted: +2 Pulverizing Auger These knives are specially weighted to be thrown. |
masterforged hardened leather whip (30.5-33.55 power, 18 apr) masterforged hardened leather whip (30.5-33.55 power, 18 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 30.5 - 33.6 Uses stat: 120% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Accuracy: +40 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 156% When this weapon hits: Lightning (15% chance level 4). Damage (Melee): +41 cold / +8 mind / +41 arcane When wielded/worn: Changes damage: +20% blight / +20% cold Talent granted: +4 Bone Grab It can be used to project an attack as mind damage doing 150%% weapon damage at range 10, costing 6 power out of 6/6. A long, leather whip. |
reforged Boredil the drakeskin leather whip (60-66 power, 20 apr) reforged Boredil the drakeskin leather whip (60-66 power, 20 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 60.0 - 66.0 Uses stat: 120% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Accuracy: +40 Armour Penetration: +20 Physical crit. chance: +16.0% Attack speed: 156% When this weapon hits: Disperse Magic (10% chance level 2). On weapon hit: * 26% chance to cause random insanity * 14% chance to disease Damage (Melee): +39 light / +60 blight / +23 mind / +39 nature When wielded/worn: Armour penetration: +5 Physical crit. chance: +7.0% Changes stats: +2 Str / +3 Wil / +3 Cun Changes resistances: +9% cold / +3% temporal / +3% fire Changes damage: +19% acid / +19% cold Talent granted: +5 Pulverizing Auger Critical mult.: +17.00% A long, leather whip. |
reforged Emiriba the drakeskin leather whip (80-88 power, 20 apr) reforged Emiriba the drakeskin leather whip (80-88 power, 20 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 80.0 - 88.0 Uses stat: 120% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Accuracy: +40 Armour Penetration: +20 Physical crit. chance: +16.0% Attack speed: 156% On weapon hit: * 33 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +41 blight / +41 physical / +41 cold Burst (radius 2) on crit: +22 ice When wielded/worn: Armour: +12 Changes resistances: +6% darkness / +3% blight Changes resistances penetration: +12% cold Changes damage: +20% acid / +20% cold Talent granted: +3 Acidic Spray Poison immunity: +5% Cut immunity: +15% Stun/Freeze immunity: +5% A long, leather whip. |
reforged cured leather whip 'Berukan' (24.5-26.95 power, 17 apr) reforged cured leather whip 'Berukan' (24.5-26.95 power, 17 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 24.5 - 27.0 Uses stat: 116% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Accuracy: +40 Armour Penetration: +17 Physical crit. chance: +12.0% Attack speed: 156% When this weapon hits: Perfect Strike (15% chance level 2). Damage (Melee): +30 fire / +21 light / +25 % trip chance Damage against: +22% Undead When wielded/worn: Accuracy: +13 Effects on melee hit: * 40% chance to corrode armor Changes stats: +4 Dex Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +6% acid / +15% physical Talent granted: +5 Flameshock A long, leather whip. |
blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Stealth bonus: +5 Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt 'Baliregofast' rough leather belt 'Baliregofast'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% fire / +6% cold Critical mult.: +5.00% Spell save: +25 Mana each turn: +0.12 Maximum mana: +22.00 Damage Shield penetration: +20% A belt that goes around your waist. |
Anohor (6 def, 0 armour) Anohor (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Defense: +6 Fatigue: -3% Changes resistances: +5% arcane / +12% fire / +11% light / +3% mind Changes resistances penetration: +5% mind Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eriralin' (12 def, 0 armour) linen cloak 'Eriralin' (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 8 arcane / 8 blight Changes stats: +2 Str / +2 Con Changes resistances: +11% blight / +11% fire / +12% light / +11% nature Changes damage: +6% blight Critical mult.: +10.00% Stealth bonus: +6 Physical save: +7 Life regen: +1.20 Maximum vim: +10.00 Mental crit. chance: +2% Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloregamina (0 def, 0 armour) Gloregamina (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +4 Mag / +5 Wil Changes resistances: +5% arcane / +18% cold Changes resistances penetration: +10% temporal Changes damage: +12% cold Mental save: +16 Mana each turn: +0.15 Psi each turn: +0.12 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mudor (3 def, 3 armour) Mudor (3 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Changes resistances: +3% physical Changes damage: +6% physical Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +22% Life regen: +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Maleroddarab' (2 def, 1 armour) pair of rough leather boots 'Maleroddarab' (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Changes resistances: +5% arcane Silence immunity: +32% Confusion immunity: +20% Stun/Freeze immunity: +22% A pair of boots made of leather. |
Vitriolic Punch (4 def, 2 armour) Vitriolic Punch (4 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +4 Damage (Melee): 10 acid Changes resistances: +10% acid / +10% nature / +10% lightning Changes damage: +10% acid / +10% nature / +10% lightning Foul smelling gauntlets made from hardened hydra leather. |
dwarven-steel gauntlets 'Beymablek' (0 def, 2 armour) dwarven-steel gauntlets 'Beymablek' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +25 Physical power: +11 Armour: +2 Changes stats: +4 Str / +3 Dex / +2 Mag / +5 Cun / +1 Con Changes resistances: +8% darkness / +3% mind Physical save: +16 Spell save: +3 Mental save: +5 Life regen: +1.40 Stamina each turn: +1.00 Maximum stamina: +14.00 Infravision radius: +3 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides 15% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Aeroriarin' (0 def, 7 armour) hardened leather gloves 'Aeroriarin' (0 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Armour Hardiness: +7% Damage (Melee): 8 light Changes stats: +5 Con Changes resistances: +3% acid / +4% physical / +8% light Changes damage: +5% light Spell save: +10 Mana each turn: +0.18 Spellpower: +9 Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves (0 def, 1 armour) radiant rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes resistances: +5% light Changes damage: +4% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Gilyrim' (0 def, 1 armour) rough leather gloves 'Gilyrim' (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Damage (Melee): 6 light Changes stats: +3 Str / +3 Dex / +5 Cun Changes resistances: +6% acid / +7% light / +7% darkness Changes damage: +5% light Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Double Strike (-1 turn) Physical save: +6 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour) steady iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 Armour: +1 Changes stats: +3 Dex Physical save: +6 Mental save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Unreldil the Mucuspeal (0 def, 1 armour) Unreldil the Mucuspeal (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str / +2 Wil / +3 Con Changes damage: +12% arcane Mental save: +6 Light radius: +1 A cap made of leather. |
reforged Crown of Command (3 def, 15 armour) reforged Crown of Command (3 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical / +9% nature / +9% darkness Talent masteries: +0.20 Technique / Field control +0.20 Technique / Superiority +0.10 Technique / Forge powers Talent granted: +3 Mental Shielding Mental save: +22 Blindness immunity: +19% Confusion immunity: +19% Fear immunity: +19% Stamina each turn: +1.20 Maximum stamina: +48.00 Mindpower: +5 It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 obsidian 3 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
228 alchemist agate 228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 Base power: 15.0 - 16.5 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 10 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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 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: 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 Gems can be sold for money or used in arcane rituals. |
Bilemight (dig speed 14 turns) Bilemight (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Str Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +6% nature Maximum life: +23.00 Maximum stamina: +18.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 32 power out of 35/35) : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted 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: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 109 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Runurain [power 75] (32 cooldown) Runurain [power 75] (32 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Maximum stamina: +10.00 It can be used to heal the target for 75, and remove up to 2 poisons or diseases, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Chargerend' [power 105] (32 cooldown) ash totem of healing 'Chargerend' [power 105] (32 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +6% light Light radius: +2 It can be used to heal the target for 105, and remove up to 2 poisons or diseases, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Whippy the Faerie Forge Knight level 7
10th Mirth 122nd year of Ascendancy at 19:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Whippy the Faerie Forge Knight level 25
36th Dusk 122nd year of Ascendancy at 23:29 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Whippy the Faerie Forge Knight level 34
65th Dusk 122nd year of Ascendancy at 09:13 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Whippy the Faerie Forge Knight level 28
54th Dusk 122nd year of Ascendancy at 11:54 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Whippy the Faerie Forge Knight level 10
7th Flare 122nd year of Ascendancy at 02:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Whippy the Faerie Forge Knight level 20
19th Dusk 122nd year of Ascendancy at 20:28 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Whippy the Faerie Forge Knight level 30
56th Dusk 122nd year of Ascendancy at 15:25 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Whippy the Faerie Forge Knight level 34
58th Dusk 122nd year of Ascendancy at 09:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Whippy the Faerie Forge Knight level 29
56th Dusk 122nd year of Ascendancy at 11:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Whippy the Faerie Forge Knight level 6
2nd Mirth 122nd year of Ascendancy at 11:55 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Whippy the Faerie Forge Knight level 22
30th Dusk 122nd year of Ascendancy at 16:04 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Whippy the Faerie Forge Knight level 15
9th Dusk 122nd year of Ascendancy at 09:40 see stats
Log
You gain 9.45 gold from the transmogrification of dwarven-steel spear 'Arurialle' (25.5-35.7 power, 6 apr).
You gain 3.21 gold from the transmogrification of acidic dwarven-steel spear of daylight (22-30.8 power, 6 apr).
You gain 0.50 gold from the transmogrification of cured leather sling.
You gain 9.60 gold from the transmogrification of Betinor (22-30.8 power, 4 apr).
You gain 8.30 gold from the transmogrification of Sunpall the steel rapier (14-18.2 power, 3 apr).
You gain 4.64 gold from the transmogrification of manaburning pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage).
You gain 5.51 gold from the transmogrification of blooming pulsing mindstar of nightfall (13.5-14.85 power, 32 apr, mind damage).
You gain 15.00 gold from the transmogrification of Fearstar (24-26.4 power, 40 apr, demonfire damage).
You gain 1.69 gold from the transmogrification of acidic dwarven-steel mace of massacre (34.5-48.3 power, 4 apr).
You gain 1.00 gold from the transmogrification of sharp dwarven-steel longsword (25.5-35.7 power, 4 apr).
You gain 3.57 gold from the transmogrification of dwarven-steel longsword of rage (25-35 power, 4 apr).
You gain 20.30 gold from the transmogrification of dwarven-steel longsword 'Brenyrastir' (23.5-32.9 power, 4 apr).
You gain 3.30 gold from the transmogrification of fungal yew longbow of dexterity (+4).
You gain 3.58 gold from the transmogrification of dwarven-steel dagger of throat slitting (15-19.5 power, 7 apr).
You gain 1.53 gold from the transmogrification of acidic dwarven-steel dagger (18-23.4 power, 7 apr).
You gain 15.00 gold from the transmogrification of Star (25-32.5 power, 20 apr).
You gain 15.00 gold from the transmogrification of Moon (30-39 power, 30 apr).
You gain 2.37 gold from the transmogrification of primordial ash club (12.5-17.5 power, 3 apr).
You gain 2.25 gold from the transmogrification of dwarven-steel battleaxe of phasing (29.5-44.25 power, 14 apr).
You gain 0.56 gold from the transmogrification of teleportation rune (range 44).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).
