











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Dark Priest 1.4.8 Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Pragmatic Heroism 1.6.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Doctornull's Class Pack 1.5.10This 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. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Store Wish List 1.6.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Allow Respec Anywhere 1.2.3Ignore 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.] Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.6.7Official 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.6.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Revised Short Staves 1.4.6Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Select your Escorts 1.6.0Allows 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. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel 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. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Simplified Prodigy Requirements 1.6.1The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Ashes of Urh'Rok 1.6.7Official 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Rogue |
| Level / Exp | 26 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Planar Controller at level 3 on the 77th Pyre 122nd year of Ascendancy at 18:26 0 / 7Killed by Veliletira the void horror at level 18 on the 65th Haze 122nd year of Ascendancy at 07:46 Killed by corrupted white ooze at level 18 on the 68th Haze 122nd year of Ascendancy at 05:22 Killed by ritch flamespitter at level 18 on the 68th Haze 122nd year of Ascendancy at 20:16 Killed by Kshra the fire imp at level 22 on the 79th Haze 122nd year of Ascendancy at 17:46 Killed by elven tempest at level 26 on the 12nd Regrowth 123rd year of Ascendancy at 22:27 Killed by elven cultist at level 26 on the 13rd Regrowth 123rd year of Ascendancy at 01:44 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 33.713555972756 (base 51) |
| Constitution | 4.5891900043065 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 73 (base 57) |
Resources
| Life | -51/526 |
| Stamina | 155/178 |
| Steam | 100/100 |
| Healing Factor | 1.3435124998671 |
| Regeneration | 13.098894655589 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 5 |
| See Stealth | 43.954687854192 |
| See Invisible | 43.954687854192 |
| Stealth | 62.978960984968 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 42 |
| Crit Chance | 41% |
| APR | 23 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 41 |
| Crit Chance | 39% |
| APR | 28 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Lightning | +6% |
| Nature | +41% |
| Physical | +8% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| All | 0% |
| Physical | +6% |
| Darkness | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 33 (57.811550151976%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 18 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 70% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Stealth |
| talent | Insidious Poison |
| talent | Corruption of the Doomed |
| talent | Trained Reactions |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 23 and doing 37.49 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.8 and stamina regeneration by 1.2. Soothing Darkness |
| detrimental effect | The target is infected by a disease, reducing its constitution by 16 and doing 58.03 blight damage per turn. Rotting Disease |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 94 - 132 Accuracy: 56 (knife) APR: 25 Crit Chance: +56% Crit mult: 220% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target has 5 increased life regeneration. Recovery |
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 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Galekill the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Rare] Psionic While equipped: Stats +7 Str +2 Dex +5 Wil +5 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% lightning Res.pen +20% nature +6% physical Apr +2 Melee Ret 4 lightning ----- def ----- Armour +5 Fatigue +4% Resists +6% nature Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xeridathra the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +15% temporal Phys.save +11 (+6 eff.) Mind.save +6 (+3 eff.) Heal.mod +29% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Boralach' (20 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +2 Cun +7 Str ----- def ----- Armour +5 Defense +20 (+7 eff.) Fatigue +5% Resists +18% acid +6% light +6% lightning Max.HP +40.00 Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 112.7 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
| Tool | iron pickaxe 'Sulfurarc' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +4 Fatigue -5% Resists +3% nature ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
| On fingers | Anolerak the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.crit +3.0% Crit.mult +15.00% Mind.pwr +7 (+3 eff.) ----- def ----- Armour +4 Resists +9% cold +6% fire Die.at -20.00 life Rings can have magical properties. |
| Around neck | Cuthular the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Phys.spd +10% Dmg.mod +6% mind +8% physical Res.pen +25% acid Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +9% acid Amulets can have magical properties. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 83.86 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 166.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Urthuzilantir (10 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Defense +10 (+3 eff.) Resists +4% physical +9% fire Phys.save +16 (+8 eff.) Mind.save +12 (+5 eff.) Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerema the Weepusher (20 def, 11 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +17.00% Phys.pwr +9 (+3 eff.) Dmg.mod +15% nature On Hit (Melee): * 10% chance to slow global speed by 54% * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +11 Defense +20 (+7 eff.) Fatigue +8% Resists +12% acid +12% cold +3% blight Max.HP +41.00 ---------- misc Breathe water A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 328; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 328 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; lightning, physical, mind, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 mind, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
mindweaver's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +3 Mag dps ---------- Mind.pwr +8 (+3 eff.) S.pwr/crit +3 ----- def ----- Mind.save +7 (+3 eff.) Confus- +12% ---------- misc Mana/turn +0.15 Max.mana +24.00 Amulets can have magical properties. |
mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
pixie's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Rings can have magical properties. |
Voremina the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +3 Dex +9 Wil dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% lightning ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hanuromirak the voratun battleaxe (72.5-108.75 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 72.5 - 108.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% mind ----- def ----- Crit.dmg- 15.00% ---------- misc Max.hate +10.00 See.Invis +6 Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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. |
wyrm's thorny mindstar of storms (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 12 lightning 7 physical 3 fire 5 acid 7 cold Dmg.mod +9% lightning Res.pen +4% lightning ----- def ----- Resists +13% lightning +5% physical +4% cold +4% fire +5% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
psychokinetic pouch of stralite shots (21/21, 42-50.4 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +19 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Shots are used with slings to pummel your foes to death. |
Bokarab the Viperrigor (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +9% darkness Melee Ret 10 darkness ----- def ----- Resists +27% lightning +5% arcane +9% acid +20% nature +13% all Spell.save +18 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 14 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
marauder's cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Str +4 Dex ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Layita1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +2 Max.HP +30.00 A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Duathelsweep' (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +9 (+3 eff.) Resists +12% darkness Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Wil +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Rush: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 On Spell Hit: 10% Lightning 1 Attackspeed is 100% for non-Brawlers! This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
clarifying cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +1 Mag +2 Cun +3 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Ebonyburst (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness Spell.save +6 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Aerylaith the Noonshaper (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +9% light +6% cold Res.pen +5% light Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness +9% cold Mind.save +8 (+3 eff.) ---------- misc Light +4 A cap made of leather. |
cleansing hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +8% blight A cap made of leather. |
hardened leather cap 'Zubykira' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +8% cold +11% fire +3% nature +8% lightning HP.reg +4.00 Blind- +20% ---------- misc Stam/turn +2.00 A cap made of leather. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's iron helm (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature While equipped: Stats +3 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% physical Phys.save +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+7 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Hazequill' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +10 Dex +2 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% cold Crit.dmg- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ulyntir the Deepswasp (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +9 Str +2 Con dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 87 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Dorge the Doomelf Rogue level 23
2nd Wintertide 123rd year of Ascendancy at 18:57 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dorge the Doomelf Rogue level 12
8th Dusk 122nd year of Ascendancy at 10:52 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Dorge the Doomelf Rogue level 19
70th Haze 122nd year of Ascendancy at 21:45 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Dorge the Doomelf Rogue level 6
78th Pyre 122nd year of Ascendancy at 04:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dorge the Doomelf Rogue level 10
2nd Flare 122nd year of Ascendancy at 10:06 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Dorge the Doomelf Rogue level 20
74th Haze 122nd year of Ascendancy at 11:56 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Dorge the Doomelf Rogue level 22
1st Decay 122nd year of Ascendancy at 03:31 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dorge the Doomelf Rogue level 14
21st Haze 122nd year of Ascendancy at 19:00 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Dorge the Doomelf Rogue level 22
80th Haze 122nd year of Ascendancy at 07:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Dorge the Doomelf Rogue level 9
3rd Summertide 122nd year of Ascendancy at 23:14 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Dorge the Doomelf Rogue level 16
55th Haze 122nd year of Ascendancy at 08:21 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Dorge the Doomelf Rogue level 19
74th Haze 122nd year of Ascendancy at 11:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dorge the Doomelf Rogue level 17
63rd Haze 122nd year of Ascendancy at 21:35 see stats
Log
Dorge is moving at extreme speed!
Poison bursts out of Mean looking elven guard's corpse!
Dorge activates Corruption of the Doomed.
Dorge slows down.
Vulnerability Poison from Dorge hits Mean looking elven guard for 28 arcane damage.
Deadly Poison from Dorge hits Mean looking elven guard for 94 nature damage.
Poison from Dorge hits Mean looking elven guard for 104 nature damage.
Poison from Dorge killed Mean looking elven guard!
Decrepitude Disease from Elven cultist hits Dorge for 55 blight damage.
Rotting Disease from Elven cultist hits Dorge for 84 blight damage.
Talent Stealth is ready to use.
Decrepitude Disease from Elven cultist hits Dorge for 45 blight damage.
Rotting Disease from Elven cultist hits Dorge for 70 blight damage.
Talent Fan of Knives is ready to use.
Decrepitude Disease from Elven cultist hits Dorge for 45 blight damage.
Dorge the level 26 doomelf rogue was debilitated by noxious blight before falling to death by an elven cultist on level 2 of Dark crypt.
Dorge deactivates Stealth.
Dorge deactivates Quickdraw.
Dorge deactivates Insidious Poison.
Dorge is free from the decrepitude disease.
Dorge deactivates Corruption of the Doomed.
Dorge deactivates Apply Poison.
Dorge deactivates Volatile Poison.
Dorge deactivates Trained Reactions.
Dorge is free from the rotting disease.
Dorge has finished recovering.


















































































































