Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. 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. 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. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth 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 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: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines 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: 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. 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! Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned 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 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. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). 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. 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 Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. 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 | Madness Adventure |
Sex | Male |
Race | Superhuman |
Class | Commando |
Level / Exp | 45 / 44% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 144 (base 60) |
Dexterity | 111 (base 56) |
Constitution | 56 (base 15) |
Magic | 37 (base 10) |
Willpower | 73 (base 12) |
Cunning | 102 (base 60) |
Resources
Mana | 0/679 |
Negative | 0/162 |
Life | 2864/2864 |
Hate | 95/117 |
Equilibrium | 20 |
Vim | 248/271 |
Positive | 0/162 |
Stamina | 360/360 |
Psi | 80/88 |
Healing Factor | 1.25 |
Regeneration | 13.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +130.02030667174% |
Spell | 0% |
Global | +200% |
Vision
Sight | 12 |
Lite | -990 |
Infravision | 20 |
See Stealth | 29 |
See Invisible | 60 |
Stealth | 77.521944414667 |
ESP Range | 20 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 175 |
Accuracy | 103 |
Crit Chance | 144% |
APR | 76 |
Speed | 0.70 |
Offense: Spell
Spellpower | 40.666666666667 |
Crit Chance | 88% |
Speed | 1 |
Offense: Mind
Mindpower | 60.475 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 57.14 (69.873417721519%) |
Defense | 66.923648506174 |
Ranged Defense | 66.923648506174 |
Fatigue | 0 |
Physical Save | 67.25625 |
Spell Save | 37.2625 |
Mental Save | 71.06875 |
Defense: Resistances
All | + 28%( 70%) |
Defense: Immunities
Knockback Resistance | 5% |
Silence Resistance | 32% |
Bleed Resistance | 80% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 38% |
Disarm Resistance | 38% |
Blind Resistance | 90% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: OxygenUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 330 stamina and air over 10 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -945 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 839 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Close quarters combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Tireless Combatant | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Subterfuge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Commando | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Advanced survivalism | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Arrow priming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Cunning / Herbalism | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Thuggery | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Scoundrel | 1.20 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Beyond the Flesh |
talent | Explosive Entrance |
talent | Subterfuge |
talent | Hymn of Moonlight |
talent | Deflect Projectiles |
talent | Lacerating Strikes |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Dreamforge |
talent | Forge Shield |
talent | Exploit Weakness |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Absorb Life |
talent | Total Thuggery |
beneficial effect | Countering melee attacks: Has a 23% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | The target is surrounded by a magical shield, absorbing 250/250 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services* (1) Deliver an important message to a wheeler-dealer or an arms dealer. (Locations: Ruins of Kor'Pul, Rhaloren Base camp). * (2) Deliver an important message to a snow giant outfitter or a lonely ranger. (Locations: Daikara, Old Forest). * (3) Deliver an important message to a halfling merchant or a shaloren apothecary. (Locations: Ruined Halfling Complex, Dreadfell). * (4) Deliver an important message to an antiquities dealer. (Locations: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Belibeth the forest troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Politha the giant green ant. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by skeleton mage. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 881. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Mosagund the Earthblood Mosagund the EarthbloodRequires: - Cunning 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * Slows global speed by 20% Damage (Ranged): +17 cold Burst (radius 1) on hit: +2 nature When wielded/worn: Changes stats: +6 Dex Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +3% darkness / +18% cold Longbows are used to shoot arrows at your foes. |
Quiver | Undeathwrack (50/50, 58-81.2 power, 28 apr) Undeathwrack (50/50, 58-81.2 power, 28 apr)Requires: - Cunning 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Wil, 70% Cun Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +28 Physical crit. chance: +3.0% Capacity: 50 Turns elapse between self-loadings: 3 On weapon hit: * Slows global speed by 20% Damage (Ranged): +30 darkness / +4 nature / +16 fire / +20 light Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 nature / +8 arcane Damage against: +16% Living / +30% Undead Arrows are used with bows to pierce your foes to death. |
Light source | Hathiran the dwarven lantern Hathiran the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +12 Changes stats: +1 Str / +3 Mag Changes resistances: +15% blight / +15% darkness Changes resistances penetration: +14% all Reduces incoming crit damage: 10.00% Physical save: +15 Spell save: +20 Mental save: +19 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum psi: +50.00 Spellpower: +6 Spell crit. chance: +5% Mental crit. chance: +1% Light radius: +6 Infravision radius: +6 See invisible: +13 Heals friendly targets nearby when you use a nature summon: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 36 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Lightningcrack (8 def, 14 armour) Lightningcrack (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 Physical crit. chance: +7.0% Armour: +14 Defense: +8 Fatigue: +5% Changes stats: +5 Wil / +5 Cun / +3 Con / +13 Lck Changes resistances: +9% lightning / +7% all Changes resistances penetration: +5% physical Changes damage: +6% lightning / +12% physical Critical mult.: +3.00% Maximum encumbrance: +30 Physical save: +15 Spell crit. chance: +8% Mindpower: +6 Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Ulfyrab the pair of voratun boots (0 def, 5 armour) Ulfyrab the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +3 Con Changes resistances: +3% light / +3% blight / +6% fire / +6% darkness / +3% cold Silence immunity: +32% Confusion immunity: +44% Stun/Freeze immunity: +41% Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Daystrike (dig speed 5 turns) Daystrike (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +10 Defense: +16 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes stats: +13 Str / +9 Wil Changes resistances: +6% light / +20% physical Changes resistances penetration: +5% light / +10% fire Changes damage: +9% arcane Mental crit. chance: +15% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | stralite ring 'Dairogofast' stralite ring 'Dairogofast'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 16% chance to cause random insanity Damage (Melee): 15 bleed Effects on ranged hit: * 16% chance to cause random insanity Damage (Ranged): 16 bleed Changes stats: +6 Cun / +6 Mag Changes resistances: +9% light / +9% darkness Spell save: +12 Blindness immunity: +32% Disease immunity: +5% Confusion immunity: +15% Knockback immunity: +5% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Infravision radius: +5 See stealth: +13 See invisible: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.4 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
On fingers | Scumterror ScumterrorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Effects on melee hit: * Slows global speed by 40% Changes stats: +7 Dex Changes resistances penetration: +15% arcane / +5% nature Changes damage: +6% arcane Blindness immunity: +34% Stun/Freeze immunity: +49% Life regen: +4.80 Infravision radius: +5 See stealth: +16 See invisible: +19 Rings can have magical properties. |
Around neck | voratun amulet 'Gorepiercer' voratun amulet 'Gorepiercer'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 10% chance to gain 10% of a turn Changes stats: +6 Wil Changes resistances: +30% lightning / +3% temporal Reduces incoming crit damage: 10.00% Blindness immunity: +24% Cut immunity: +80% Stun/Freeze immunity: +50% Infravision radius: +3 Sight radius: +2 See invisible: +15 Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 317 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | dragonbone longbow 'Woebiter' dragonbone longbow 'Woebiter'Requires: - Cunning 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +20 lightning When wielded/worn: Changes stats: +1 Cun / +5 Dex Changes resistances: +12% temporal Changes resistances penetration: +5% darkness / +23% physical Changes damage: +18% lightning Maximum hate: +2.00 Mindpower: +4 Longbows are used to shoot arrows at your foes. |
On hands | Ichorhunger the voratun gauntlets (0 def, 3 armour) Ichorhunger the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 Physical crit. chance: +18.0% Armour: +3 Damage (Melee): 13 acid Damage when hit (Melee): 12 nature Changes stats: +5 Dex Changes resistances: +10% acid / +6% arcane Changes damage: +9% acid Critical mult.: +15.00% Physical save: +6 Maximum stamina: +15.00 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +27.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +15 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Glorilaith the Fograge Glorilaith the FogrageCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Changes stats: +10 Dex / +5 Wil / +11 Cun Changes resistances: +12% darkness Changes damage: +9% arcane Mental save: +11 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +65.00 Mental crit. chance: +20% A belt that goes around your waist. |
Cloak | elven-silk cloak 'Dimsteel' (3 def, 0 armour) elven-silk cloak 'Dimsteel' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 Defense: +3 Fatigue: -10% Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +6 Dex / +6 Con Changes resistances: +6% nature / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +9% arcane / +9% nature Talent mastery: +0.40 Technique / Combat training Spell save: -27 Stamina each turn: +1.50 Mana each turn: -0.53 Maximum life: +154.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun mail armour 'Adivea' (19 def, 16 armour) voratun mail armour 'Adivea' (19 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +21 Armour: +16 Defense: +19 Fatigue: +16% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 20 physical Changes stats: +10 Str / +8 Mag / +10 Wil / +6 Cun / +3 Con Changes resistances: +19% lightning / +2% physical Physical save: +6 Mental save: +21 Life regen: +0.80 Maximum stamina: +5.00 Spellpower: +19 Spell crit. chance: +8% Mindpower: +20 Mental crit. chance: +9% A suit of armour made of mail. |
Inventory
Rune of the Rift (442.00 temporal damage, removed from time 4 turns) Rune of the Rift (442.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 450.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 40/40) : Effective talent level: 2.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 299 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 52 power out of 60/60. This azure ring seems to be always moist to the touch. |
stralite greatsword 'Bleakworm' (46.5-74.4 power, 3 apr) stralite greatsword 'Bleakworm' (46.5-74.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Wil Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 23% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +24 lightning / +16 darkness / +24 blight / +12 arcane When wielded/worn: Physical power: +14 Damage when hit (Melee): 12 arcane Changes stats: +9 Con Changes resistances penetration: +10% lightning / +19% physical Changes damage: +6% arcane Disease immunity: +42% Disarm immunity: +42% Massive two-handed swords. |
voratun longsword 'Jetpride' (44-61.6 power, 6 apr) voratun longsword 'Jetpride' (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Wil Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * cripple the target Damage (Melee): +24 blight / +25 cold Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +12.0% Changes stats: +2 Mag Changes resistances penetration: +5% darkness Changes damage: +6% blight Spell save: +9 Disease immunity: +35% Mana each turn: +0.04 Sharp, long, and deadly. |
Ivota the stralite spear (45-63 power, 8 apr) Ivota the stralite spear (45-63 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 4 Base power: 45.0 - 63.0 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 83% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease Damage (Melee): +17 blight Burst (radius 2) on crit: +4 acid Thrust Range: 2 When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Changes resistances: +9% blight Changes resistances penetration: +5% acid Changes damage: +9% acid Critical mult.: +15.00% Disease immunity: +25% A spear. |
Viper's Retort (24-28.8 power, 8 apr, nature element) Viper's Retort (24-28.8 power, 8 apr, nature element)Requires: - Magic 24 - Cunning 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 65% Mag, 65% Cun Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes damage: +20% acid / +20% nature Talents cooldown: Healing Light (-1 turn) Poison Storm (-2 turns) Venomous Strike (-2 turns) Arcane Reconstruction (-2 turns) Spellpower: +10 Spell crit. chance: +25% The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. |
elven-wood longbow 'Delerim' elven-wood longbow 'Delerim'Requires: - Cunning 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +21 acid Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +2 arcane When wielded/worn: Changes stats: +3 Mag Changes damage: +24% acid / +10% arcane Spellpower: +9 Longbows are used to shoot arrows at your foes. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Cunning 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Wil, 70% Cun Damage type: Bright light Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Arkul's Siege Arrows (6/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (6/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Cunning 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Wil, 50% Cun Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Cunning 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Wil, 10% Mag, 70% Cun Damage type: Temporal darkness Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Quantum Spike (10% chance level 1). When this weapon hits: Temporal Clone (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
balancing hardened leather belt of shielding balancing hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +10 Changes stats: +5 Cun / +4 Dex Mental crit. chance: +11% It can be used to create a temporary shield that absorbs 269 damage, placing all other charms into a 26 cooldown. A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent masteries: +0.10 Cunning / Stealth +0.10 Wild-curse / Silent hunter +0.10 Cunning / Subterfuge It can be used to activate talent Phase Door (costing 26 power out of 60/60) : Effective talent level: 2.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 10 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Xovena the cashmere robe (2 def, 0 armour) Xovena the cashmere robe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 8 mind Changes resistances: +8% lightning / +8% darkness / +8% blight / +9% fire / +8% cold / +7% light Changes resistances penetration: +10% mind Changes damage: +9% temporal / +3% mind / +8% all Physical save: +12 Spell save: +48 Mental save: +13 Spellpower: +14 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ebonynigh (0 def, 15 armour) Ebonynigh (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +6.0% Physical power: +6 Armour: +15 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn * 30% chance to inflict damage reduction Changes stats: +10 Str / +10 Con Changes resistances: +3% acid / +6% temporal / +6% darkness Changes damage: +6% temporal / +10% physical Critical mult.: +6.00% Infravision radius: +3 Healing mod.: +10% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 209.81 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Spell save: +10 Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +10% blight Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +10 Con Changes resistances: +10% blight Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 26 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Eligata EligataPowered by arcane forces Infused by nature 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +3 Con Changes resistances: +8% blight Changes resistances penetration: +15% arcane Changes damage: +6% temporal Life regen: +2.50 Maximum life: +45.00 Spellpower: +10 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Ulfamagar UlfamagarPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun / +2 Wil Changes resistances: +10% cold / +9% temporal Changes resistances penetration: +10% blight Spell save: +6 Mental save: +10 Mana each turn: +0.16 Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spell crit. chance: +5% Light radius: -6 Infravision radius: +8 See stealth: +21 See invisible: +25 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 86 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Treasure Map: Ancient Cave Treasure Map: Ancient Cave0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some ancient cave full of treasures and danger, which can be found inside the Old Forest. (*USE* it while being inside the Old Forest). |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Dragon Lair Treasure Map: Dragon Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
Treasure Map: Splinter of Infinity Treasure Map: Splinter of Infinity0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to the entrance of an ancient underground complex, reachable from within a ruined dungeon. (*USE* it while being inside a ruined dungeon. Warning: This location is very deadly. The Entrance is heavily guarded.) |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
Fossicker's Chisel (dig speed 50 turns) Fossicker's Chisel (dig speed 50 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Talent masteries: +0.20 Spell / Stone alchemy +0.20 Wild-gift / Minerals When carried: Talent granted: +1 Dig A small chisel, used by those looking for gems. |
Urthuchak the voratun pickaxe (dig speed 8 turns) Urthuchak the voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +28 Armour: +4 Defense: +6 Changes stats: +14 Str / +5 Con Changes resistances: +9% physical Changes damage: +6% mind Mental save: +20 Equilibrium when hit: +0.08 Infravision radius: +1 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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. |
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 31 power out of 35/35) : Effective talent level: 1.0 Power cost: 31 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. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
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 174 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. |
Achievements
By Rambostein the Superhuman Commando level 39
48th Haze 122nd year of Ascendancy at 20:36 see stats
By Rambostein the Superhuman Commando level 39
34th Haze 122nd year of Ascendancy at 19:33 see stats
By Rambostein the Superhuman Commando level 33
27th Haze 122nd year of Ascendancy at 12:57 see stats
By Rambostein the Superhuman Commando level 42
27th Regrowth 123rd year of Ascendancy at 22:52 see stats
By Rambostein the Superhuman Commando level 26
77th Dusk 122nd year of Ascendancy at 00:16 see stats
By Rambostein the Superhuman Commando level 42
32nd Regrowth 123rd year of Ascendancy at 13:51 see stats
By Rambostein the Superhuman Commando level 43
33rd Regrowth 123rd year of Ascendancy at 07:17 see stats
By Rambostein the Superhuman Commando level 44
74th Regrowth 123rd year of Ascendancy at 00:32 see stats
By Rambostein the Superhuman Commando level 41
3rd Allure 123rd year of Ascendancy at 18:09 see stats
By Rambostein the Superhuman Commando level 42
17th Regrowth 123rd year of Ascendancy at 01:16 see stats
By Rambostein the Superhuman Commando level 22
57th Dusk 122nd year of Ascendancy at 03:07 see stats
By Rambostein the Superhuman Commando level 24
66th Dusk 122nd year of Ascendancy at 01:27 see stats
By Rambostein the Superhuman Commando level 13
4th Dusk 122nd year of Ascendancy at 19:50 see stats
By Rambostein the Superhuman Commando level 19
25th Dusk 122nd year of Ascendancy at 01:08 see stats
By Rambostein the Superhuman Commando level 10
78th Pyre 122nd year of Ascendancy at 22:21 see stats
By Rambostein the Superhuman Commando level 20
28th Dusk 122nd year of Ascendancy at 16:28 see stats
By Rambostein the Superhuman Commando level 30
3rd Haze 122nd year of Ascendancy at 05:03 see stats
By Rambostein the Superhuman Commando level 40
54th Haze 122nd year of Ascendancy at 17:05 see stats
By Rambostein the Superhuman Commando level 41
4th Allure 123rd year of Ascendancy at 12:18 see stats
By Rambostein the Superhuman Commando level 38
33rd Haze 122nd year of Ascendancy at 04:28 see stats
By Rambostein the Superhuman Commando level 40
55th Haze 122nd year of Ascendancy at 06:25 see stats
By Rambostein the Superhuman Commando level 39
42nd Haze 122nd year of Ascendancy at 12:49 see stats
By Rambostein the Superhuman Commando level 41
4th Allure 123rd year of Ascendancy at 12:23 see stats
By Rambostein the Superhuman Commando level 32
15th Haze 122nd year of Ascendancy at 13:19 see stats
By Rambostein the Superhuman Commando level 17
23rd Dusk 122nd year of Ascendancy at 16:34 see stats
By Rambostein the Superhuman Commando level 2
74th Pyre 122nd year of Ascendancy at 14:27 see stats
By Rambostein the Superhuman Commando level 44
74th Regrowth 123rd year of Ascendancy at 02:14 see stats
By Rambostein the Superhuman Commando level 31
13rd Haze 122nd year of Ascendancy at 00:33 see stats
By Rambostein the Superhuman Commando level 8
76th Pyre 122nd year of Ascendancy at 20:28 see stats
By Rambostein the Superhuman Commando level 31
4th Haze 122nd year of Ascendancy at 06:50 see stats
By Rambostein the Superhuman Commando level 14
19th Dusk 122nd year of Ascendancy at 13:47 see stats
By Rambostein the Superhuman Commando level 32
15th Haze 122nd year of Ascendancy at 13:19 see stats
By Rambostein the Superhuman Commando level 15
22nd Dusk 122nd year of Ascendancy at 13:12 see stats
By Rambostein the Superhuman Commando level 38
33rd Haze 122nd year of Ascendancy at 17:23 see stats
By Rambostein the Superhuman Commando level 40
55th Haze 122nd year of Ascendancy at 11:49 see stats
Log
You gain 15.35 gold from the transmogrification of Blackwar the voratun ring.
You gain 3.38 gold from the transmogrification of wizard's gold ring of sensing.
You gain 7.07 gold from the transmogrification of savior's stralite amulet of murder.
You gain 0.90 gold from the transmogrification of reconstruction rune (heal 134; cure a cut or wound).
You gain 2.05 gold from the transmogrification of magic missile rune (285 arcane damage).
You gain 1.50 gold from the transmogrification of predatory infusion (109 numbing poison (15.58/turn); +7% damage to humanoid).
You gain 1.50 gold from the transmogrification of adaptation infusion (cure 2 afflictions; duration 16, 17% resist, 19% recovery).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 19%; cure mental, physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 26%; cure magical).
You gain 1.15 gold from the transmogrification of sun infusion of the duelist (rad 7; power 157; turns 5; dispells darkness).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 75th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:13.
Today is the 76th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Talent Dig is ready to use.
Today is the 77th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 78th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:53.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The shroud of shadows around Rambostein disappears.