Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Furrae Race 1.1.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Werebeast Class 1.0.5Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level New Gem Types 1.1.5Adds 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! Arcanum Class Pack 1.1.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Druid Class 1.1.0ZOmnibus Addon Pack 1.0.6Combines 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 1.0.5This 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 1.1.4A collection of tweaks for existing ToME content. Items Vault 1.1.2Donators/Buyers bonus! Midnight 1.1.0Adds 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. Steamtech UI 1.1.4 Faerie Race 1.0.5This 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 More Taints 1.1.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Turtle race 1.1.2This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; The lost city of Vulcus (1.1a) 1.1.1The 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). Necromancy+ 1.1.5Features: 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 Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Glove Stats 1.0.6Shows glove combat stats with all classes. Beholder (Continuation) 1.1.1Adds 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! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Grey Canine |
Class | Creep |
Level / Exp | 50 / 54569% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 80 (base 60) |
Constitution | 79 (base 60) |
Magic | 60 (base 60) |
Willpower | 85 (base 60) |
Cunning | 71 (base 60) |
Resources
Hate | 80/100 |
Equilibrium | 0 |
Life | 992/1464 |
Positive | 0/197 |
Stamina | 405/434 |
Healing Factor | 0.90140338796505 |
Regeneration | 0.22535084699126 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +13% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 218 |
Accuracy | 82 |
Crit Chance | 35% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 147 |
Accuracy | 82 |
Crit Chance | 29% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 68.975 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Temporal | +13% |
Blight | +6% |
Mind | +13% |
All | 0% |
Offense: Damage Penetration
Darkness | +60% |
Mind | +65% |
Temporal | +60% |
Defense: Base
Armour (hardiness) | 48.75 (90.416666666667%) |
Defense | 61.306455685841 |
Ranged Defense | 61.806455685841 |
Fatigue | 0 |
Physical Save | 59.466666666667 |
Spell Save | 43.466666666667 |
Mental Save | 45.843023255814 |
Defense: Resistances
Mind | + 39%( 70%) |
Darkness | + 76%( 77%) |
Light | + 30%( 70%) |
Temporal | + 40%( 70%) |
Fire | + 29%( 70%) |
Physical | + 45%( 74%) |
Cold | + 70%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 4% |
Knockback Resistance | 55% |
Poison Resistance | 10% |
Blind Resistance | 20% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Sins | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Voidwalker | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Furrae | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Empty Communion |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / shalore with 100% effectiveness. Kills: 0 / 10 kills, Damage: +16% / +37%, Attack: +7 / +18, Stun: -- / 7.6%, Outmaneuver: 9.8% / 24.1% Predator |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is mimicking a previous victim. (+12 Strength, +5 Dexterity, +1 Magic, +2 Willpower, +2 Cunning, +3 Constitution) Mimic |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Parrying melee attacks: Has a 23% chance to deflect up to 22 damage from the next 1.7 attack(s). Parrying |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
Equipment
On hands | Doursear (0 def, 9 armour) (Shrouds) Doursear (0 def, 9 armour) (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +27 Armour penetration: +8 Armour: +9 Changes stats: +4 Cun / +8 Dex Changes resistances: +15% cold Physical save: +9 Mental save: +10 Poison immunity: +10% Maximum life: +59.00 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +11 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Burst (radius 2) on crit: +4 darkness Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | warlord's dwarven-steel helm of might (0 def, 4 armour) (Madness) warlord's dwarven-steel helm of might (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 Armour: +4 Fatigue: +4% Changes stats: +6 Str / +4 Wil / +3 Con Changes resistances: +7% physical Physical save: +6 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | 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% 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 course 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 it stinks. |
On fingers | psionicist's stralite ring of speed (Nightmares) psionicist's stralite ring of speed (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +12 Changes stats: +7 Wil Mental save: +14 Movement speed: +13% Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | Bethelle the Glintrazor (Nightmares) Bethelle the Glintrazor (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 8 temporal Changes resistances: +9% mind / +3% light Changes resistances penetration: +5% mind Mental save: +10 Curse of Nightmares Rings can have magical properties. |
Around waist | monstrous hardened leather belt of the vagrant (Madness) monstrous hardened leather belt of the vagrant (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +4 Str / +7 Con Physical save: +6 Mental save: +9 Mindpower: +5 Size category: +1 Curse of Madness A belt that goes around your waist. |
In main hand | Gloryrimira (31-43.4 power, 5 apr) (Misfortune) Gloryrimira (31-43.4 power, 5 apr) (Misfortune)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +25 mind When wielded/worn: Accuracy: +8 Defense: +10 Changes stats: +1 Con Changes damage: +6% blight Grants telepathy: Humanoid/Orc Light radius: +2 Defense after a teleport: +5 Curse of Misfortune It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 4 cooldown. One-handed war axes. |
Main armor | impenetrable stralite mail armour of command (13 def, 20 armour) (Corpses) impenetrable stralite mail armour of command (13 def, 20 armour) (Corpses)Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +13 Fatigue: +16% Changes stats: +4 Cun Mental save: +14 Curse of Corpses A suit of armour made of mail. |
In off hand | Unerring Scalpel (15-19.5 power, 25 apr) (Madness) Unerring Scalpel (15-19.5 power, 25 apr) (Madness)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. Curse of Madness This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | enveloping linen cloak of fog (11 def, 0 armour) (Nightmares) enveloping linen cloak of fog (11 def, 0 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 Changes resistances: +11% fire / +10% light Stealth bonus: +5 Physical save: +6 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Taiga Amulet Taiga AmuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 20 ice Damage when the wearer hits(ranged): 20 ice Damage when the wearer is hit: 20 ice Changes resistances: +20% cold Talents cooldown: Rimebark (-6 turns) Glaciate (-6 turns) Blindness immunity: +20% No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
Inventory
reconstruction rune of the warrior (heal 423; cure a cut or wound) reconstruction rune of the warrior (heal 423; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 423 life, and cure one cut or wound effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarity rune of the sneak (dur 21; resist 37%, reduce 47%; see undead) clarity rune of the sneak (dur 21; resist 37%, reduce 47%; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 2 confusion or blindness effects. For 21 turns you gain blindness and confusion immunity (37%), and each turn you have a 47% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 120), and you automatically sense any undead around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 428 for 4 turns) shielding rune of the warrior (absorb 428 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's copper ring (Shrouds) warrior's copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Curse of Shrouds Rings can have magical properties. |
psychic's steel dagger of torment (10.5-13.65 power, 6 apr) (Nightmares) psychic's steel dagger of torment (10.5-13.65 power, 6 apr) (Nightmares)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +4% mind / +4% darkness Mindpower: +4 Curse of Nightmares Sharp, short and deadly. |
psychic's dwarven-steel dagger of the mystic (16-20.8 power, 7 apr) (Corpses) psychic's dwarven-steel dagger of the mystic (16-20.8 power, 7 apr) (Corpses)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +5 Wil / +2 Cun Spellpower: +5 Mindpower: +6 Curse of Corpses Sharp, short and deadly. |
quick dwarven-steel dagger of evisceration (18.5-24.05 power, 7 apr) (Nightmares) quick dwarven-steel dagger of evisceration (18.5-24.05 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +4 Physical crit. chance: +6.0% Physical power: +9 Changes stats: +3 Dex Curse of Nightmares Sharp, short and deadly. |
quick dwarven-steel dagger of nature (20.5-26.65 power, 7 apr) (Shrouds) quick dwarven-steel dagger of nature (20.5-26.65 power, 7 apr) (Shrouds)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% Damage conversion: 29% nature When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +4% all Changes resistances penetration: +6% nature Curse of Shrouds Sharp, short and deadly. |
quick dwarven-steel dagger of the mystic (20-26 power, 7 apr) (Misfortune) quick dwarven-steel dagger of the mystic (20-26 power, 7 apr) (Misfortune)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +6 Changes stats: +3 Dex / +2 Mag / +1 Wil Spellpower: +6 Curse of Misfortune Sharp, short and deadly. |
quick dwarven-steel dagger of torment (17-22.1 power, 7 apr) (Nightmares) quick dwarven-steel dagger of torment (17-22.1 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +4 Changes stats: +3 Dex Changes resistances penetration: +6% mind / +4% darkness Curse of Nightmares Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) (Nightmares) Bill's Tree Trunk (30-51 power, 7 apr) (Nightmares)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Nightmares It can be used to activate talent Sunder Armour (costing 11 power out of 20/20) : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 132% damage. If the attack hits, the target's Armour is reduced by 11 for 6 turns. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
blazebringer's steel longsword of evisceration (13-18.2 power, 3 apr) (Corpses) blazebringer's steel longsword of evisceration (13-18.2 power, 3 apr) (Corpses)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 29% fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 Changes resistances penetration: +6% fire Global speed: +2% Curse of Corpses Sharp, long, and deadly. |
quick steel longsword (10-14 power, 3 apr) (Madness) quick steel longsword (10-14 power, 3 apr) (Madness)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +6 Changes stats: +1 Dex Curse of Madness Sharp, long, and deadly. |
thunderous dwarven-steel longsword of disruption (20.5-28.7 power, 4 apr) (Nightmares) thunderous dwarven-steel longsword of disruption (20.5-28.7 power, 4 apr) (Nightmares)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage conversion: 36% lightning Damage against: +8% Undead / +14% Construct When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Curse of Nightmares Sharp, long, and deadly. |
warbringer's stralite longsword (31.5-44.1 power, 5 apr) (Misfortune) warbringer's stralite longsword (31.5-44.1 power, 5 apr) (Misfortune)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +9 Changes stats: +1 Con Changes resistances penetration: +9% physical Disarm immunity: +20% Curse of Misfortune Sharp, long, and deadly. |
glacial dwarven-steel mace of nature (25-35 power, 4 apr) (Madness) glacial dwarven-steel mace of nature (25-35 power, 4 apr) (Madness)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 26% nature / 25% ice When wielded/worn: Armour: +8 Changes resistances: +5% all Changes resistances penetration: +7% nature / +7% cold Curse of Madness Blunt and deadly. |
Torchwreath (34-47.6 power, 5 apr) (Nightmares) Torchwreath (34-47.6 power, 5 apr) (Nightmares)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Damage when the wearer hits(melee): 4 fire / 2 acid Damage when the wearer is hit: 13 mind Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +12% acid Curse of Nightmares Blunt and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness damage) (Corpses) Kor's Fall (10-12 power, 0 apr, darkness damage) (Corpses)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% blight / +10% darkness / +10% fire Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 Curse of Corpses It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 94.99 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
caustic stralite waraxe of torment (30-42 power, 5 apr) (Shrouds) caustic stralite waraxe of torment (30-42 power, 5 apr) (Shrouds)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage conversion: 36% acid blind When wielded/worn: Changes resistances penetration: +7% mind / +10% darkness / +9% acid Life regen: +1.30 Curse of Shrouds One-handed war axes. |
Corpsebow (Misfortune) Corpsebow (Misfortune)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Damage when the wearer hits(ranged): 15 infective blight Changes damage: +10% blight Talent cooldown: Cyst Burst (-2 turns) Disease immunity: +50% Curse of Misfortune A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
monstrous rough leather belt of carrying (Shrouds) monstrous rough leather belt of carrying (Shrouds)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 Fatigue: -4% Changes stats: +3 Str / +3 Con Maximum encumbrance: +22 Physical save: +5 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
rough leather belt of containment (Nightmares) rough leather belt of containment (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +53.00 Maximum mana: +30.00 Maximum stamina: +27.00 Maximum hate: +10.00 Maximum psi: +23.00 Maximum vim: +21.00 Reduces paradox failures(equivalent to willpower): +22 Maximum positive energy: +22.00 Maximum negative energy: +22.00 Curse of Nightmares A belt that goes around your waist. |
rough leather belt of the vagrant (Nightmares) rough leather belt of the vagrant (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +5 Mindpower: +4 Curse of Nightmares A belt that goes around your waist. |
spiritwalker's rough leather belt of the mystic (Shrouds) spiritwalker's rough leather belt of the mystic (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Mental save: +5 Mana each turn: +0.10 Maximum mana: +22.00 Spellpower: +2 Curse of Shrouds A belt that goes around your waist. |
insulating hardened leather belt of recklessness (Shrouds) insulating hardened leather belt of recklessness (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Changes resistances: +9% fire / +5% cold Critical mult.: +8.00% Curse of Shrouds A belt that goes around your waist. |
reinforced hardened leather belt of valiance (Misfortune) reinforced hardened leather belt of valiance (Misfortune)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +5 Changes stats: +3 Wil Physical save: +13 Mental save: +10 Maximum life: +70.00 Curse of Misfortune A belt that goes around your waist. |
enveloping linen cloak of the hunt (7 def, 0 armour) (Madness) enveloping linen cloak of the hunt (7 def, 0 armour) (Madness)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 Defense: +7 Fatigue: -4% Physical save: +6 Maximum life: +40.00 Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) (Misfortune) Evermoss Robe (12 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Changes stats: +5 Wil Damage when the wearer is hit: 35 nature slow Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent masteries: +0.10 Wild-gift / Moss +0.10 Technique / Natural arts Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% Curse of Misfortune This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
dreamer's pair of rough leather boots of evasion (10 def, 1 armour) (Misfortune) dreamer's pair of rough leather boots of evasion (10 def, 1 armour) (Misfortune)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +1% Physical save: +5 Spell save: +6 Mental save: +5 Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 5.2 Power cost: 17 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 46 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots (0 def, 4 armour) (Shrouds) dreamer's pair of dwarven-steel boots (0 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +7 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic rough leather gloves (0 def, 5 armour) (Corpses) heroic rough leather gloves (0 def, 5 armour) (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 Maximum life: +40.00 When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). Curse of Corpses Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of regeneration (0 def, 2 armour) (Madness) brawler's dwarven-steel gauntlets of regeneration (0 def, 2 armour) (Madness)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 Life regen: +1.90 Stamina each turn: +0.50 Psi each turn: +0.10 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +9 Physical crit. chance: +13.0% Attack speed: 91% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Set Up (10% chance level 3). Curse of Madness Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of the juggernaut (0 def, 6 armour) (Misfortune) heroic hardened leather gloves of the juggernaut (0 def, 6 armour) (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Con Physical save: +12 Spell save: +4 Mental save: +10 Maximum life: +49.00 When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +3 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage when this weapon hits: +5 physical Curse of Misfortune It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 22% for 20 turns. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant iron mail armour of the deep (2 def, 6 armour) (Shrouds) radiant iron mail armour of the deep (2 def, 6 armour) (Shrouds)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +12% Changes stats: +1 Wil Damage when the wearer is hit: 5 light Changes resistances: +11% blight / +5% cold / +13% darkness / +6% acid Allows you to breathe in: water Light radius: +1 Curse of Shrouds A suit of armour made of mail. |
radiant steel mail armour of the deep (2 def, 8 armour) (Shrouds) radiant steel mail armour of the deep (2 def, 8 armour) (Shrouds)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +14% Changes stats: +1 Wil Damage when the wearer is hit: 5 light Changes resistances: +7% cold / +12% blight / +10% darkness / +7% acid Allows you to breathe in: water Light radius: +1 Curse of Shrouds A suit of armour made of mail. |
radiant dwarven-steel mail armour of command (13 def, 12 armour) (Nightmares) radiant dwarven-steel mail armour of command (13 def, 12 armour) (Nightmares)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +13 Fatigue: +16% Changes stats: +2 Cun / +3 Wil Damage when the wearer is hit: 7 light Changes resistances: +10% darkness / +10% blight Mental save: +13 Light radius: +1 Curse of Nightmares A suit of armour made of mail. |
nimble rough leather armour of Toknor (4 def, 2 armour) (Madness) nimble rough leather armour of Toknor (4 def, 2 armour) (Madness)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +2 Defense: +4 Ranged Defense: +2 Fatigue: +6% Changes stats: +2 Dex Critical mult.: +11.00% Movement speed: +10% Curse of Madness A suit of armour made of leather. |
enlightening dwarven-steel plate armour of implacability (5 def, 17 armour) (Corpses) enlightening dwarven-steel plate armour of implacability (5 def, 17 armour) (Corpses)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 Fatigue: +17% Changes stats: +4 Cun / +4 Wil Physical save: +7 Mental save: +13 Curse of Corpses A suit of armour made of metal plates. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
4 verdite 4 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. |
4 spinel 4 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. |
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. |
2 ametrine 2 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. |
quartz 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. |
3 citrine 3 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. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% Gems can be sold for money or used in arcane rituals. |
sapphire 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% 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. |
63 alchemist agate 63 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 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. |
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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 is 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 (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 110 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 Dogrim the Grey Canine Creep level 1
74th Pyre 122nd year of Ascendancy at 22:52 see stats
By Dogrim the Grey Canine Creep level 10
3rd Flare 122nd year of Ascendancy at 04:24 see stats
By Dogrim the Grey Canine Creep level 20
3rd Flare 122nd year of Ascendancy at 04:24 see stats
By Dogrim the Grey Canine Creep level 30
3rd Flare 122nd year of Ascendancy at 04:24 see stats
By Dogrim the Grey Canine Creep level 40
3rd Flare 122nd year of Ascendancy at 04:24 see stats
By Dogrim the Grey Canine Creep level 50
3rd Flare 122nd year of Ascendancy at 04:24 see stats
By Dogrim the Grey Canine Creep level 50
6th Flare 122nd year of Ascendancy at 03:29 see stats
By Dogrim the Grey Canine Creep level 1
74th Pyre 122nd year of Ascendancy at 22:52 see stats
By Dogrim the Grey Canine Creep level 1
74th Pyre 122nd year of Ascendancy at 22:52 see stats
Log
Dogrim wears(replacing): Torchwreath (34-47.6 power, 5 apr) (Nightmares).
Dogrim wears(replacing): Gloryrimira (31-43.4 power, 5 apr) (Misfortune).
Dogrim wears(replacing): warbringer's stralite longsword (31.5-44.1 power, 5 apr) (Misfortune).
Dogrim wears(replacing): Gloryrimira (31-43.4 power, 5 apr) (Misfortune).
Dogrim wears(offslot): Unerring Scalpel (15-19.5 power, 25 apr) (Madness).
Dogrim wears(replacing): monstrous hardened leather belt of the vagrant (Madness).
Dogrim wears(replacing): impenetrable stralite mail armour of command (13 def, 20 armour) (Corpses).
You already have too many of this inscription.
You are now inscribed with Infusion: Regeneration.
There is a next level here (press '' or right click to use).
You gain 8.94 gold from the transmogrification of living steel shield of the forge (6 def, 2 armour, 39 block) (Corpses).
You gain 2.69 gold from the transmogrification of searing cured leather armour of lightning resistance (2 def, 4 armour) (Corpses).
You gain 4.10 gold from the transmogrification of stralite mail armour of Eyal (4 def, 8 armour) (Corpses).
You gain 0.35 gold from the transmogrification of hardened leather gloves (0 def, 2 armour) (Misfortune).
You gain 3.01 gold from the transmogrification of wanderer's pair of dwarven-steel boots (0 def, 4 armour) (Madness).
You gain 5.19 gold from the transmogrification of blazebringer's dwarven-steel waraxe of crippling (21.5-30.1 power, 4 apr) (Corpses).
You gain 3.37 gold from the transmogrification of elven-wood starstaff of might (25-30 power, 5 apr, physical damage) (Shrouds).
You gain 3.54 gold from the transmogrification of pulsing mindstar of summer (13.5-14.85 power, 32 apr, nature damage) (Madness).
You gain 6.80 gold from the transmogrification of insidious stralite battleaxe of disruption (44-66 power, 3 apr) (Misfortune).
You gain 1.59 gold from the transmogrification of lightning rune (119 lightning damage).
You gain 1.83 gold from the transmogrification of movement infusion (763% speed; 6 turns).
You gain 7.66 gold from the transmogrification of heroism infusion (+6 for 10 turns, die at -476).
There is a previous level 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.