











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Commando class 1.5.0Adds 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 Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Bastion 1.4.6A complete rework for Bulwark. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. No more creaky door 1.2.5Got rid of the most anoying door creaks. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Spellsword 1.5.3This 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. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Hero Levelup 1.0.0Faster adventurer’s adapted to work with the hero addon class. Everything is Unique! 1.1.3Bite-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 1.5.0Donators/Buyers bonus! Adventurer Plus Addon 1.1.6Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.5.2Content 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 | Ogre |
| Class | Warrior Hero |
| Level / Exp | 28 / 87% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 159 (base 60) |
| Dexterity | 131 (base 60) |
| Constitution | 178 (base 60) |
| Magic | 97 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 109 (base 60) |
Resources
| Mana | 732/732 |
| Negative | 511/511 |
| Life | 7592/7592 |
| Paradox | 100 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Vim | 704/704 |
| Positive | 466/466 |
| Stamina | 586/586 |
| Psi | 540/540 |
| Healing Factor | 2.1141379310344 |
| Regeneration | 187.77818986685 |
Speed
| Mental | +235.55428965869% |
| Attack | +215.99455498907% |
| Movement | +264.28589309159% |
| Spell | +219.55973466963% |
| Global | +235% |
Vision
| Sight | 16 |
| Lite | -984 |
| Infravision | 38.781476891302 |
| See Stealth | 125.80765466367 |
| See Invisible | 137.80765466367 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 106 |
| Crit Chance | 162% |
| APR | 191 |
| Speed | 0.30 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 105 |
| Crit Chance | 163% |
| APR | 183 |
| Speed | 0.30 |
Offense: Spell
| Spellpower | 126 |
| Crit Chance | 100% |
| Speed | 0.31293053895974 |
| Cooldown Reduction | 82.65 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 64% |
| Speed | 0.31646114915954 |
Offense: Damage Bonus
| Acid | +82% |
| Blight | +75% |
| Arcane | +60% |
| Mind | +69% |
| All | +6% |
| Physical | +82% |
| Lightning | +108% |
| Light | +117% |
| Temporal | +60% |
| Darkness | +128% |
| Cold | +76% |
| Fire | +157% |
| Nature | +80% |
Offense: Damage Penetration
| Acid | +114% |
| Blight | +81% |
| Arcane | +81% |
| Mind | +91% |
| All | +27% |
| Physical | +124% |
| Lightning | +114% |
| Light | +91% |
| Temporal | +81% |
| Darkness | +95% |
| Cold | +114% |
| Fire | +124% |
| Nature | +81% |
Defense: Base
| Armour (hardiness) | 172.7390188611 (100%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 147 |
| Spell Save | 163 |
| Mental Save | 136 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | + 91%(100%) |
| Arcane | + 86%(100%) |
| Mind | + 86%(100%) |
| All | + 69%(100%) |
| Physical | + 93%(100%) |
| Lightning | +100%(100%) |
| Light | + 87%(100%) |
| Temporal | + 90%(100%) |
| Darkness | + 99%(100%) |
| Cold | +100%(100%) |
| Fire | +100%(100%) |
| Nature | + 97%(100%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Confusion Resistance | 100% |
| Fear Resistance | 57% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (31% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 70%, your defense is increased by 70 and all your resistances by 70%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 732 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 927 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 651 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 693 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced martial enchantments | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Absorption | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Dark Adept | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Dark | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Unlight | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Blood moon | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane enchantments | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Rampage | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed weapons | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Lethality | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Wicked Mind | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Spirit | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Natural cycles | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Strider | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Herald | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Hunter | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Herbalism | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana alchemy | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Arms | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Black-magic | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Defiled mind | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Arcane veteran | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Wicked Fervor |
| talent | Lacerating Strikes |
| talent | Weapon Folding |
| talent | Inner Power |
| talent | Precise Strikes |
| talent | Shielding |
| talent | Arcane Feed |
| talent | Quicken Spells |
| talent | Kinetic Shield |
| talent | Abyssal Shield |
| talent | Hymn of Perseverance |
| talent | Gloom |
| talent | Bloodfire |
| talent | Fiery Hands |
| talent | Aura of Unlight |
| talent | Weapon of Light |
| talent | Charged Shield |
| talent | Arcane Armor |
| talent | Shock Hands |
| talent | Soulbreak |
| talent | Searing Sight |
| talent | Spellcraft |
| talent | Iron Guard |
| talent | Skate |
| talent | Chant of Resistance |
| talent | Augmentation |
| talent | Weapon of Wrath |
| talent | Shadow Feed |
| talent | Blood Vengeance |
| talent | Mana Focus |
| talent | Overkill |
| talent | Cleave |
| talent | Arcane Stamina |
| talent | Daunting Presence |
| talent | Battlesurge |
| talent | Attacks of Opportunity |
| talent | Bleak Outcome |
| talent | Second Life |
| talent | Hymn Nocturnalist |
| talent | Willful Tormenter |
| talent | Arcane Shield |
| beneficial effect | The target is storing Shadow Charges, up to a maximum of 10. Shadow Charges |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Countering melee attacks: Has a 63% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost sun paladin from death by Belorin the white crystal. Escort: lost sun paladin (level 2 of Scintillating Caves) | failed |
You failed to protect the lost tinker from death by shadow. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Constitution by +2. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'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, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | steel greatsword 'Yarolantir' (125% power, 2 apr)Requires: - Strength 0 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 125% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +36 Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Physical crit. chance: +7.0% Physical save: +3 (+0 eff.) Stamina each turn: +0.40 Massive two-handed swords. |
| On hands | 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. This would be great with a mighty matching belt. 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: Power: 115% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 167% 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 3 power out of 6/6) : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 383.90 physical damage and knocking targets back 5 tiles within radius 1. 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. |
| Light source | alchemist's lamp 'Floweredge'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +15 Changes resistances: +7% cold / +20% nature / +7% temporal Changes resistances penetration: +16% all Light radius: +6 Defense after a teleport: +13 Resist all after a teleport: +15% New effects duration reduction after a teleport: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 13 power out of 30/30) : Effective talent level: 3.6 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 224.11 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On feet | Dagulin (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +6 Str / +5 Con Changes resistances: +7% lightning / +8% temporal Changes damage: +6% physical Stamina each turn: +0.60 Maximum stamina: +12.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Firekill (dig speed 20 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 12 blight Changes stats: +3 Cun / +5 Str Changes resistances: +6% fire Changes damage: +3% blight Physical save: +9 (+1 eff.) Spell save: +20 (+3 eff.) Mental save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +48.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Torchsin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +6% fire Changes resistances penetration: +10% fire Blindness immunity: +44% Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +28% Maximum life: +20.00 Infravision radius: +8 See stealth: +15 See invisible: +19 Rings can have magical properties. |
| On fingers | gold ring 'Aruregogund'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +10 Physical power: +10 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% blight / +6% cold / +15% lightning Changes damage: +6% all Spellpower: +10 (+1 eff.) Mindpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.4 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | PrismfistPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +6 Mag / +5 Cun / +5 Con Changes resistances: +9% acid / +3% light Changes resistances penetration: +5% light Changes damage: +6% acid Life regen: +0.90 Stamina each turn: +0.60 Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +31.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | steel greatsword 'Layelebeth' (141% power, 11 apr)Requires: - Strength 0 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +36 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +1 Mag Changes damage: +6% blight Damage Shield penetration: +20% Massive two-handed swords. |
| Around waist | Xeretira the SunseverInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 blight Changes stats: +3 Con Changes damage: +6% blight Stealth bonus: +8 Spell save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Mindpower: +5 (+1 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
| In off hand | steel waraxe 'Loridedig' (109% power, 3 apr)Requires: - Strength 0 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +29 Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Accuracy: +5 (+0 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Cun / +6 Str Disarm immunity: +20% One-handed war axes. |
| Cloak | Shinemarrow (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +10 (+2 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +5% light / +10% mind Changes damage: +9% mind Critical mult.: +12.00% Stealth bonus: +8 Physical save: +9 (+1 eff.) Spell save: +7 (+1 eff.) Maximum mana: +58.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betigavena the steel mail armour (2 def, 13 armour)Requires: - Strength 0 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +0% Changes stats: +1 Str Changes resistances: +6% physical Reduce damage by fixed amount: +13 all Changes resistances penetration: +10% physical Critical mult.: +6.00% Physical save: +30 (+4 eff.) Life regen: +2.50 Stamina each turn: +0.60 A suit of armour made of mail. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Blindtrail the steel amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +3 Mag Changes resistances penetration: +10% blight Changes damage: +12% blight / +6% light / +5% darkness Teleport immunity: +50% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Light radius: +2 It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 7 turns. Amulets can have magical properties. |
BrenakorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 27% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 22% chance to blind Damage (Ranged): 32 light Changes stats: +4 Str / +8 Con Physical save: +10 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +39 (+5 eff.) Disarm immunity: +10% Only die when reaching: -80.00 life Rings can have magical properties. |
Glorovea the steel ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% light Changes damage: +3% arcane / +12% light / +15% mind Physical save: +8 (+1 eff.) Mental save: +5 (+0 eff.) Confusion immunity: +27% Psi when hit: +0.08 Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Cyronor the steel battleaxe (119% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 4 physical Changes stats: +3 Mag / +4 Wil Maximum stamina: +20.00 Spellpower: +9 (+1 eff.) Massive two-handed battleaxes. |
Poruma (140% power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +31 insidious poison / +10 darkness Damage against: +12% Living When wielded/worn: Changes stats: +2 Cun Maximum psi: +30.00 Mental crit. chance: +3% Massive two-handed battleaxes. |
Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
steel greatsword 'Porebreta' (128% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +26 insidious poison / +9 temporal / +10 darkness / +9 nature Burst (radius 1) on hit: +4 temporal Damage against: +9% Living When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +2 Changes stats: +1 Str Life regen: +0.20 Massive two-handed swords. |
steel greatsword 'Shadowjeer' (128% power, 2 apr)Requires: - Strength 0 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 72% Wil Damage type: Acid Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +28 Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +9 blight / +10 lightning / +9 temporal Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 acid When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +9% temporal Massive two-handed swords. |
Glorybrewe the dwarven-steel mace (132% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +13 Physical crit. chance: +9.0% Armour: +4 Changes resistances: +3% temporal Changes resistances penetration: +14% physical Changes damage: +18% physical Critical mult.: +6.00% Blunt and deadly. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+3 eff.) It can be used to activate talent Temporal Reprieve (costing 22 power out of 50/50) : Effective talent level: 1.2 Power cost: 22 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Zubama the Burnimmortal (4 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 8 fire Changes stats: +3 Wil Changes damage: +9% fire Maximum encumbrance: +20 Physical save: +13 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +9 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Byromifast' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Damage (Melee): 9 fire Changes stats: +3 Str Changes resistances: +6% temporal / +7% fire Changes damage: +5% fire Mental save: +7 (+1 eff.) Maximum life: +47.00 When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+1 eff.) Stun/Freeze immunity: +30% Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
cashmere wizard hat 'Emidhewen' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +15% acid / +15% physical Changes damage: +10% acid / +15% physical Physical save: +7 (+1 eff.) Mental save: +15 (+2 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum hate: +2.00 A pointy cloth hat, very wizardly... |
Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 11 power out of 25/25) : Effective talent level: 2.4 Power cost: 11 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 643.78 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 643.78 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 86 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Achievements
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Hulksmash the Ogre Warrior Hero level 9
74th Pyre 122nd year of Ascendancy at 23:39 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Hulksmash the Ogre Warrior Hero level 10
75th Pyre 122nd year of Ascendancy at 02:39 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Hulksmash the Ogre Warrior Hero level 20
1st Mirth 122nd year of Ascendancy at 13:45 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Hulksmash the Ogre Warrior Hero level 23
2nd Mirth 122nd year of Ascendancy at 23:45 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Hulksmash the Ogre Warrior Hero level 15
1st Mirth 122nd year of Ascendancy at 06:52 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Hulksmash the Ogre Warrior Hero level 12
1st Mirth 122nd year of Ascendancy at 02:41 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Hulksmash the Ogre Warrior Hero level 12
79th Pyre 122nd year of Ascendancy at 15:56 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Hulksmash the Ogre Warrior Hero level 19
1st Mirth 122nd year of Ascendancy at 13:23 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Hulksmash the Ogre Warrior Hero level 12
78th Pyre 122nd year of Ascendancy at 09:00 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Hulksmash the Ogre Warrior Hero level 4
74th Pyre 122nd year of Ascendancy at 19:34 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Hulksmash the Ogre Warrior Hero level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Hulksmash deactivates Battlesurge.
Hulksmash deactivates Charged Shield.
Hulksmash deactivates Daunting Presence.
Hulksmash deactivates Searing Sight.
Hulksmash deactivates Skate.
Hulksmash deactivates Spellcraft.
Hulksmash deactivates Hymn Nocturnalist.
Hulksmash deactivates Attacks of Opportunity.
Hulksmash deactivates Arcane Stamina.
Hulksmash deactivates Hymn of Perseverance.
A shield forms around Hulksmash.
Hulksmash deactivates Overkill.
Hulksmash deactivates Shadow Combat.
Hulksmash deactivates Quicken Spells.
Hulksmash deactivates Arcane Armor.
Hulksmash deactivates Weapon of Light.
Hulksmash deactivates Arcane Feed.
Hulksmash deactivates Second Life.
Hulksmash deactivates Lacerating Strikes.
Hulksmash deactivates Wicked Fervor.
Hulksmash deactivates Fiery Hands.
Hulksmash deactivates Kinetic Shield.
Hulksmash deactivates Blood Vengeance.
Hulksmash has exhausted all Shadow Charges.
Hulksmash deactivates Aura of Unlight.
Hulksmash deactivates Weapon Folding.
Hulksmash deactivates Iron Guard.
Hulksmash deactivates Shielding.
Hulksmash deactivates Willful Tormenter.
Hulksmash deactivates Gloom.






























































































































































































