










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Quickswap Tweak 1.5.5Changes the quick weapon-set swap (both by 'q' key and auto-swap talents) not to put item-granted talents on cooldown, and instantaneously restarts type-restricted sustains on re-equipping the set that was previously swapped out. This generally increases tactical flexibility and reduces the hassle of using two sets of weapons, and especially makes the Swift Hands prodigy more versatile. A partial list of examples:
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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Forbidden Cults 1.5.9Official 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.
Items Vault 1.5.0Donators/Buyers bonus! Convenient Digging 1.5.5 More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Improved Auto-explore and Rest 1.5.5Quality 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. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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:
Additional Randart Properties 1.5.5 Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 14 / 27% |
Size | medium |
Lifes / Deaths | Killed by Roar the human at level 14 on the 18th Dusk 122nd year of Ascendancy at 19:18 / 1 |
Primary Stats
Strength | 17 (base 14) |
Dexterity | 20 (base 10) |
Constitution | 20 (base 17) |
Magic | 46 (base 40) |
Willpower | 7 (base 10) |
Cunning | 20 (base 20) |
Resources
Life | -2/453 |
Insanity | 11/100 |
Healing Factor | 1.0789473684211 |
Regeneration | 49.124473684211 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.441686460958% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
Offense: Mainhand
Damage | 12 |
Accuracy | 42 |
Crit Chance | 7% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 0 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +12% |
Nature | +3% |
Blight | +12% |
Arcane | +4% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Acid | +25% |
Fire | +15% |
Light | +15% |
Defense: Base
Armour (hardiness) | 25 (55%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 9 |
Physical Save | 22 |
Spell Save | 18 |
Mental Save | 9 |
Defense: Resistances
Physical | + 20%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 10%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 19%( 70%) |
Mind | + 11%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 100% |
Knockback Resistance | 42% |
Disarm Resistance | 43% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 105 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 352% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Chaos Orbs |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is being driven mad by the void, taking 36.58 darkness damage per turn and reducing all powers by 18. Dark Whispers |
beneficial effect | A flow of life spins around the target, regenerating 45.28 life per turn. Regeneration |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Blindraven the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) mind / +3%(-) nature Changes resistances penetration: +15%(-) light Stamina each turn: +0.40 (-) Maximum stamina: +11.00 (-) Light radius: +3 (-) A pair of boots made of leather. |
Light source | ![]() bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +4 (-) 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. |
On head | ![]() Glintquarry the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 24(-) light Changes resistances: +6%(-) lightning / +6%(-) temporal Changes resistances penetration: +25%(-) mind Changes damage: +6%(-) mind / +6%(-) light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() It Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3(-) Str / +3(-) Dex / +3(-) Mag / -3(-) Wil / +3(-) Con 8 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 8/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Charrend the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 20(-) acid Changes resistances penetration: +25%(-) acid / +10%(-) fire Disarm immunity: +23% (-) Pinning immunity: +21% (-) Knockback immunity: +21% (-) Maximum life: +23.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() marksman's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +2 Dex Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Disarm immunity: +20% (-3%) Pinning immunity: +22% (+1%) Knockback immunity: +21% (-) Maximum life: +20.00 (-3.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Oakhunt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+10 eff.) (-) Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage (Melee): 0(-15) item nature slow / 0(-15) item darkness numbing Changes resistances: +6%(-) nature / +9%(-) darkness Changes damage: +3%(-) nature Stealth bonus: +5 (-) A belt that goes around your waist. |
In main hand | ![]() steel waraxe of massacre (20-28 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) One-handed war axes. |
On hands | ![]() psychic's iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) mind Changes stats: +3(-) Mag Changes resistances: +5%(-) mind Changes damage: +4%(-) arcane / +3%(-) mind Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +5 (+5 eff.) (-) Fatigue: +3% (-) Changes stats: +2(-) Dex Changes resistances: +15%(-) physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 34.79 physical damage, inflicting bleeding for another 17.39 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Cloak | ![]() Lisamira (1 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +10% (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold Stun/Freeze immunity: +5% (-) Teleport immunity: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Brandrend Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +11 (-) Changes stats: +3(-) Dex Changes resistances: +10%(-) light / +10%(-) darkness Changes resistances penetration: +5%(-) fire Changes damage: +6%(-) light Critical mult.: +11.00% (-) Blindness immunity: +21% (-) Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 67 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 67(-159) life over 5(-) turns. Its effects scale with your -Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
![]() regeneration infusion of the duelist (heal 129 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 129(-97) life over 5(-) turns. Its effects scale with your -Magic, +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
![]() regeneration infusion of the psychic (heal 98 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 98(-129) life over 5(-) turns. Its effects scale with your -Magic, +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
![]() wild infusion of the warrior (resist 12%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12%(-2%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Soulstone Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-11) Changes stats: +0(-3) Dex Changes resistances: +10% blight / +10%(-) light / +10%(-) darkness Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) light Critical mult.: +0.00% (-11.00%) Blindness immunity: +0% (-21%) Fear immunity: +50% Instant-death immunity: +50% Maximum souls: +3.00 Some of its power lingers, but it is no longer animate. |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-11) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-3) Dex Changes resistances: +0%(-10%) light / +0%(-10%) darkness Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) light Critical mult.: +0.00% (-11.00%) Blindness immunity: +0% (-21%) Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-11) Changes stats: +0(-3) Dex / +3 Wil Changes resistances: +0%(-10%) light / +0%(-10%) darkness Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) light Critical mult.: +0.00% (-11.00%) Blindness immunity: +0% (-21%) Amulets can have magical properties. |
![]() stabilizing copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-11) Changes stats: +3 Str / +0(-3) Dex Changes resistances: +11% temporal / +0%(-10%) light / +0%(-10%) darkness Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) light Critical mult.: +0.00% (-11.00%) Blindness immunity: +0% (-21%) Pinning immunity: +25% Knockback immunity: +20% Amulets can have magical properties. |
![]() Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-11) Changes stats: +0(-3) Dex / -5 Wil / +10 Cun Changes resistances: +15% blight / +0%(-10%) light / +15%(+5%) darkness / +15% acid Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) light Critical mult.: +0.00% (-11.00%) Physical save: +15 (+8 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-7 eff.) Blindness immunity: +0% (-21%) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Lightningvenom the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Damage (Melee): 4 lightning / 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Changes damage: +9% lightning Maximum encumbrance: +20 Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Talent on hit(nature): Acidfire (5% chance level 1). Rings can have magical properties. Tap to cycle through comparison choices |
![]() marksman's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+5 eff.) Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +3 Dex Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Spellpower: +5 (+3 eff.) Mindpower: +6 (+0 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +3 Wil Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Mental save: +6 (+6 eff.) Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +2 Wil Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Mental save: +4 (+4 eff.) Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +3 Cun Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() titan's copper ring of arcana(+0.11/turn) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +3 Con Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Physical save: +6 (+3 eff.) Silence immunity: +20% Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Mana each turn: +0.11 Maximum life: +0.00 (-23.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +3 Mag Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Spell save: +6 (+4 eff.) Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() wizard's copper ring of light (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +2 Mag Changes resistances: +22% light Changes resistances penetration: +0%(-25%) acid / +0%(-10%) fire Changes damage: +11% light Spell save: +4 (+3 eff.) Disarm immunity: +0% (-23%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-23.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Penitence (15-18 power, 4 apr, nature element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-5.0 - -10.0) Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+1) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+8 eff.) Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to cure up to 4 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() Blazeshear Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Damage (Melee): 8 lightning / 0(-15) item nature slow / 8 mind / 0(-15) item darkness numbing Changes resistances: +12% lightning / +0%(-6%) nature / +0%(-9%) darkness Changes damage: +3% lightning / +0%(-3%) nature Stealth bonus: +0 (-5) Spell save: +6 (+4 eff.) Size category: +1 A belt that goes around your waist. |
![]() Silovena the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-10 eff.)) Damage (Melee): 0(-15) item nature slow / 0(-15) item darkness numbing Changes resistances: +0%(-9%) darkness / +6% cold / +0%(-6%) nature / +6% fire Changes damage: +0%(-3%) nature Critical mult.: +5.00% Stealth bonus: +0 (-5) Spell save: +6 (+4 eff.) Disease immunity: +5% Cut immunity: +5% Knockback immunity: +20% A belt that goes around your waist. |
![]() Xomina Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: -5% Damage (Melee): 0(-15) item nature slow / 0(-15) item darkness numbing Changes stats: +2 Con Changes resistances: +0%(-6%) nature / +0%(-9%) darkness Changes resistances penetration: +10% physical Changes damage: +0%(-3%) nature Stealth bonus: +0 (-5) Maximum encumbrance: +21 Healing mod.: +20% A belt that goes around your waist. |
![]() rough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-10 eff.)) Damage (Melee): 0(-15) item nature slow / 0(-15) item darkness numbing Changes resistances: +0%(-6%) nature / +0%(-9%) darkness Changes damage: +0%(-3%) nature Stealth bonus: +0 (-5) Life regen: +0.90 Healing mod.: +10% A belt that goes around your waist. |
![]() Elenadevon the Glinthacker (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-10%) Defense: +7 (+4 eff.) (+6 (+3 eff.)) Effects on melee hit: * 30% chance to corrode armour by 30% * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +6% acid / +0%(-11%) cold Changes resistances penetration: +5% acid Physical save: +6 (+3 eff.) Stun/Freeze immunity: +0% (-5%) Teleport immunity: +0% (-10%) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Gorufang the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-10%) Defense: +1 (+1 eff.) (-) Changes resistances: +0%(-11%) cold / +3% temporal / +9% arcane / +3% light Confusion immunity: +5% Stun/Freeze immunity: +10% (+5%) Teleport immunity: +0% (-10%) Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-10%) Defense: +7 (+4 eff.) (+6 (+3 eff.)) Changes stats: +1 Str / +1 Con Changes resistances: +0%(-11%) cold Physical save: +5 (+3 eff.) Stun/Freeze immunity: +0% (-5%) Teleport immunity: +0% (-10%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled linen cloak of mindcraft (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-10%) Defense: +1 (+1 eff.) (-) Changes stats: +1 Mag / +4 Wil / +2 Cun Changes resistances: +0%(-11%) cold Spell save: +6 (+4 eff.) Stun/Freeze immunity: +0% (-5%) Teleport immunity: +0% (-10%) Maximum mana: +42.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -3% (-4%) Changes resistances: +0%(-6%) mind / +0%(-3%) nature Changes resistances penetration: +0%(-15%) light Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Light radius: +0 (-3) A pair of boots made of leather. |
![]() shielding linen wizard hat of time (+11%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage (Melee): 0(-24) light Changes stats: +3 Mag Changes resistances: +0%(-6%) lightning / +11%(+5%) temporal Changes resistances penetration: +0%(-25%) mind Changes damage: +11% temporal / +0%(-6%) mind / +0%(-6%) light Spell save: +6 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() insulating rough leather cap of strength (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-24) light Changes stats: +2 Str Changes resistances: +0%(-6%) lightning / +5% cold / +0%(-6%) temporal / +6% fire Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) mind / +0%(-6%) light A cap made of leather. |
![]() rough leather cap 'Gilidil' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-24) light Changes stats: +3 Dex Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Changes resistances penetration: +10% arcane / +0%(-25%) mind Changes damage: +0%(-6%) mind / +0%(-6%) light Spellpower: +2 (+1 eff.) See invisible: +3 Talent on hit(spell): Freeze (10% chance level 1). A cap made of leather. |
![]() Halezor the iron helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (+2) Fatigue: +5% (-) Damage (Melee): 0(-24) light Changes stats: +3 Cun Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) mind / +0%(-6%) light Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 0(-24) light Changes stats: +3 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) mind / +0%(-6%) light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-40.00) Light radius: +4 (-) Healing mod.: +10% It can be used to call light (42 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-2) Str / +0(-3) Dex / +0(-3) Mag / +0(+3) Wil / +0(-3) Con When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +0(-3) Str / +0(-3) Dex / +0(-3) Mag / +5(+8) Wil / +0(-3) Con Mental save: +10 (+10 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 1 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By I suck with this class the Cornac Writhing One level 10
6th Mirth 122nd year of Ascendancy at 00:57 see stats
By I suck with this class the Cornac Writhing One level 10
9th Mirth 122nd year of Ascendancy at 08:28 see stats
By I suck with this class the Cornac Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 05:11 see stats
Log
I suck with this class casts Shed Skin.
A shield forms around I suck with this class.
I suck with this class slows down.
I suck with this class casts Decayed Bloated Horror.
Tefuran the krog loses 2 health to the entropy.
Roar the human is pulled in!
Tefuran the krog is pulled in!
Burning from Kirgori the dwarf hits Tefuran the krog for 19 fire damage.
Dark Whispers from Tefuran the krog hits Kirgori the dwarf for 37 darkness damage.
Dark Whispers from Tefuran the krog hits I suck with this class for (23 absorbed), 0 darkness (0 total damage).
Bloated horror uses Mind Sear.
Bloated horror hits Roar the human for 155 mind damage.
Roar the human breathes a wave of darkness!
I suck with this class shrugs off the effect 'Bane of Blindness'!
--------------------------------
I suck with this class uses Infusion: Regeneration.
I suck with this class starts regenerating health quickly.
Tefuran the krog loses 2 health to the entropy.
Tefuran the krog stops burning.
Tefuran the krog casts Dark Whispers.
Bloated horror is haunted by the void!
Dark Whispers from Tefuran the krog hits I suck with this class for (54 absorbed), 0 darkness (0 total damage).
Bloated horror casts Mind Disruption.
Roar the human wanders around!.
Dark Whispers from Tefuran the krog hits Bloated horror for 16 darkness damage.
Roar the human uses Ice Claw.
Your shield crumbles under the damage!
The shield around I suck with this class crumbles.
Saving game...