Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Phantom Subrace 1.2.5Adds the Phantom subrace, focusing on speed. Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.0"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Pepper Pack 1.2.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.3.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Damned Class 1.2.5Adds a new afflicted class. Midnight 1.3.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Necromancy+ 1.3.0Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.3.0Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Gnome |
| Class | Mindslayer |
| Level / Exp | 37 / 85% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 37 on the 16th Dusk 122nd year of Ascendancy at 18:21 / 1 |
Primary Stats
| Strength | 30 (base 22) |
| Dexterity | 51 (base 14) |
| Constitution | 22 (base 28) |
| Magic | 50 (base 49) |
| Willpower | 50 (base 42) |
| Cunning | 50 (base 25) |
Resources
| Life | -22/525 |
| Mana | 516/516 |
| Psi | 80/80 |
| Hate | 47/100 |
| Healing Factor | 1 |
| Regeneration | 40.65 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +59.30768307989% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 49 |
| Crit Chance | 19% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48.216273511128 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53.216273511128 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Penetration
| All | +34% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 43.916666666667 |
| Ranged Defense | 45.25 |
| Fatigue | 0 |
| Physical Save | 30.5625 |
| Spell Save | 37.4625 |
| Mental Save | 41.661731249396 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 45% |
| Fear Resistance | 45% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Ghosts | 1.20 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Cursed / Shadows | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Theoretical Adventuring | 1.00 |
| 1/1 |
| 0/1 |
| 1/1 |
| 1/1 |
| Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Practical Adventuring | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Kinetic Aura |
| talent | Skate |
| talent | Call Shadows |
| talent | Augmentation |
| talent | Beyond the Flesh |
| beneficial effect | A flow of life spins around the target, regenerating 39.80 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Sandworm Lair and vanquished their Queen. * 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 |
Explore the barrowdowns for signs of a hideout, where the thieves might keep their stolen goods. On the trail of a thiefYou put that thief Hossenploss and his posse to justice and recovered your research notes. You liked the taste of adventuring and decide to take on some real challenge, like seeking treasures and fame inside the Trollmire and the Ruins of Kor-Pul. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Psionic focus | [vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 2)] voratun battleaxe 'Eremakath' (58-87 power, 4 apr)voratun battleaxe 'Eremakath' (58-87 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 Base power: 58.0 - 87.0(+49.5 - +77.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-20) Physical crit. chance: +8.0% (+4.5%) Attack speed: 125% (125%) On weapon crit: + splashes the target with acid Damage (Melee): +21 acid When wielded/worn: Accuracy: +31 Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +16 Dex / +0(-4) Wil Changes damage: +0%(-4%) mind / +0%(-5%) darkness Physical save: +0 (-2) Spell save: +18 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
| Light source | [vs. scorching brass lantern (Light source)] scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10(-) fire Changes resistances: +5%(-) fire Light radius: +2 (-) 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 | [vs. cashmere wizard hat of corrosion (+18%) (2 def, 0 armour) (On head)] cashmere wizard hat of corrosion (+18%) (2 def, 0 armour)cashmere wizard hat of corrosion (+18%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (-) Changes resistances: +18%(-) acid Changes damage: +12%(-) acid A pointy cloth hat, very wizardly... |
| On feet | [vs. stealthy pair of hardened leather boots of uncanny dodging (7 def, 3 armour) (On feet)] stealthy pair of hardened leather boots of uncanny dodging (7 def, 3 armour)stealthy pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +7 (-) Ranged Defense: +4 (-) Fatigue: +3% (-) Changes stats: +5(-) Lck / +3(-) Dex Stealth bonus: +7 (-) A pair of boots made of leather. |
| Tool | [vs. Gnomish Pocket Encyclopedia (Tool)] Gnomish Pocket EncyclopediaGnomish Pocket Encyclopedia Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Maximum life: +50.00 (-) It can be used to read the book. Never leave home unprepared. This book holds a solution to every situation and eases survival. Once you have read everything it contains and don't need it anymore (you need to be at least level 30), you can use it to learn a new talent type of any kind you chose. |
| On fingers | [vs. Ravendare (On fingers, 1 of 2)] RavendareRavendare Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (-) Defense: +9 (-) Fatigue: -5% (-) Changes stats: +5(-) Dex / +5(-) Cun / +7(-) Lck Changes resistances: +3%(-) darkness Changes damage: +6%(-) darkness Maximum encumbrance: +22 (-) Reduce all damage from unseen attackers: 5% (-) Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 500% faster and gaining 10% chance to evade melee attacks for 2 game turns. When this effect ends you'll become invisible (power 19) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Ravendare (On fingers, 1 of 2)] Sparktrial the steel ringSparktrial the steel ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3) Armour penetration: +8 Defense: +7 (-2) Fatigue: +0% (+5%) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 blight Changes stats: +0(-5) Dex / +0(-5) Cun / +0(-7) Lck Changes resistances: +11% blight / +0%(-3%) darkness / +22% sound Changes damage: +11% blight / +0%(-6%) darkness / +11% sound Maximum encumbrance: +0 (-22) Reduce all damage from unseen attackers: 0% (-5%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Tedas the hardened leather belt (Around waist)] Tedas the hardened leather beltTedas the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +10 (-) Changes resistances: +3%(-) acid Changes resistances penetration: +10%(-) acid / +10%(-) mind Physical save: +13 (-) A belt that goes around your waist. |
| In main hand | [vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 3)] horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage)horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 4(-) mind / 2(-) darkness Changes stats: +4(-) Wil Changes damage: +4%(-) mind / +5%(-) darkness Physical save: +2 (-) Mindpower: +6 (-) Mental crit. chance: +3% (-) 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. Tap to cycle through comparison choices |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (-) These gloves are coated with a thick, green liquid. |
| In off hand | [vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 3)] creative mossy mindstar of life (3-3.3 power, 12 apr, nature damage)creative mossy mindstar of life (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-5.5 - -6.1) Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-12) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +2 Cun / +0(-4) Wil Changes damage: +0%(-4%) mind / +0%(-5%) darkness Critical mult.: +6.00% Physical save: +0 (-2) Life regen: +0.60 Maximum life: +12.00 Mindpower: +2 (-4) Mental crit. chance: +1% (-2%) 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. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak (8 def, 0 armour) (Cloak)] enveloping linen cloak (8 def, 0 armour)enveloping linen cloak (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (-) Physical save: +6 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Eel-skin armour (10 def, 1 armour) (Main armor)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +10 (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +2(-) Dex Poison immunity: +30% (-) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 58.11 to 174.34 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
taint of the banshee (125 damage and confuse for 6 turns) taint of the banshee (125 damage and confuse for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; 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: Spell (100% of a turn) Is: a spell Description: You release a scream full of pain and sorrow, all who hear it take 124.80 mind damage and are confused (24 power) for 6 turns. This scream is so powerful that you are silenced for 1 turns. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
[vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 2)] Bill's Tree Trunk (30-51 power, 7 apr)Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(+21.5 - +41.6) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (-17) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +0(-4) Wil Changes damage: +0%(-4%) mind / +0%(-5%) darkness Physical save: +0 (-2) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 2)] Beristir the Blindcrypt (36.5-54.75 power, 2 apr)Beristir the Blindcrypt (36.5-54.75 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 36.5 - 54.8(+28.0 - +45.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-22) Physical crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Damage (Melee): +18 mind Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 0(-2) darkness / 4 light / 0(-4) mind Changes stats: +0(-4) Wil Changes damage: +0%(-4%) mind / +0%(-5%) darkness Physical save: +0 (-2) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 2)] Erelukor (27.5-41.25 power, 2 apr)Erelukor (27.5-41.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3(+19.0 - +31.9) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-22) Physical crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) On weapon crit: + cripple the target + splashes the target with acid Damage (Melee): +22 acid / +8 blight When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +0(-4) Wil Changes damage: +0%(-4%) mind / +0%(-5%) darkness Physical save: +0 (-2) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 2)] voratun greatsword of purging (62-99.2 power, 4 apr)This item will automatically be transmogrified when you leave the level. voratun greatsword of purging (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2(+53.5 - +89.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-20) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +24 nature When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +0(-4) Wil Changes damage: +0%(-4%) mind / +0%(-5%) darkness Physical save: +0 (-2) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 2)] Bregyrin (10.5-14.7 power, 3 apr)Bregyrin (10.5-14.7 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 10.5 - 14.7(+2.0 - +5.3) Uses stats: 67% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-21) Physical crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +5 light / +10 physical When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +0(-4) Wil Changes resistances penetration: +5% arcane Changes damage: +0%(-5%) darkness / +11% physical / +11% light / +0%(-4%) mind Physical save: +0 (-2) Maximum mana: +60.00 Spellpower: +6 Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) It can be used to project an attack as arcane damage doing 100% weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) (In main hand, 1 of 3)] Tempestedge the steel ritual blade (10-13 power, 6 apr)Tempestedge the steel ritual blade (10-13 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 2 Base power: 10.0 - 13.0(+1.5 - +3.6) Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +6 (-18) Physical crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target On weapon crit: + cripple the target Damage (Melee): +4 lightning Burst (radius 1) on hit: +6 fire When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 0(-4) mind / 0(-2) darkness Changes stats: +0(-4) Wil Changes damage: +6% lightning / +0%(-4%) mind / +0%(-5%) darkness Physical save: +0 (-2) Spell crit. chance: +4% Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +12 (+2) Fatigue: +0% (-2%) Damage when hit (Melee): 10 cold Changes stats: +0(-3) Cun / +0(-2) Dex Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Poison immunity: +0% (-30%) Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. Tedas the hardened leather belt (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (-10) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature / +0%(-3%) acid Changes resistances penetration: +0%(-10%) acid / +0%(-10%) mind Physical save: +0 (-13) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. Tedas the hardened leather belt (Around waist)] blurring rough leather beltblurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +10 (-) Changes resistances: +0%(-3%) acid Changes resistances penetration: +0%(-10%) acid / +0%(-10%) mind Stealth bonus: +6 Physical save: +0 (-13) A belt that goes around your waist. |
[vs. enveloping linen cloak (8 def, 0 armour) (Cloak)] enveloping linen cloak of battle (6 def, 0 armour)enveloping linen cloak of battle (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 Defense: +6 (-2) Fatigue: -2% Physical save: +6 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. enveloping linen cloak (8 def, 0 armour) (Cloak)] shadow linen cloak of the hunter (1 def, 0 armour)shadow linen cloak of the hunter (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 Defense: +1 (-7) Fatigue: -5% Changes resistances: +10% darkness Changes resistances penetration: +7% darkness Changes damage: +5% darkness Stealth bonus: +5 Physical save: +0 (-6) Maximum life: +40.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. stealthy pair of hardened leather boots of uncanny dodging (7 def, 3 armour) (On feet)] traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +3 (-4) Ranged Defense: +2 (-2) Fatigue: -4% (-7%) Changes stats: +0(-5) Lck / +0(-3) Dex Stealth bonus: +0 (-7) Maximum encumbrance: +22 Physical save: +5 A pair of boots made of leather. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] voratun gauntlets of the starseeker (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. voratun gauntlets of the starseeker (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Mag / +0(-4) Wil / +4(-) Cun Changes resistances: +0%(-10%) nature / +8% light / +5% darkness Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (-2) Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 66.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
[vs. scorching brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-10) fire Changes resistances: +0%(-5%) fire Light radius: +2 (-) 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. |
Treasure Map: Cursed Tomb Treasure Map: Cursed Tomb0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a cursed tomb full of treasures, whose entrance seems to be located at the Last Hope Graveyard. (*USE* it while being inside the Last Hope Graveyard. Warning: This location is very, very deadly. Enemies are level 30 and higher.) |
Research Diary Research Diary0.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Changes stats: +3 Cun Your precious research diary, containing valuable notes on the art of adventuring. |
[vs. Gnomish Pocket Encyclopedia (Tool)] Hossenploss SpyglassHossenploss Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +3 Cun Maximum life: +0.00 (-50.00) See stealth: +15 See invisible: +15 This beautiful ornamented spyglass belonged to the possessions of Hossenploss, the infamous halfling burglar. Looking through it sharpens your senses. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)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
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Whisper the Gnome Mindslayer level 10
76th Pyre 122nd year of Ascendancy at 14:44 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Whisper the Gnome Mindslayer level 20
8th Dusk 122nd year of Ascendancy at 22:54 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Whisper the Gnome Mindslayer level 30
10th Dusk 122nd year of Ascendancy at 01:25 see stats
The Arena (Roguelike) (Uniques)
Unlocked Arena mode.By Whisper the Gnome Mindslayer level 11
78th Pyre 122nd year of Ascendancy at 08:19 see stats
The secret city (Roguelike) (Uniques)
Discovered the truth about mages.By Whisper the Gnome Mindslayer level 18
5th Flare 122nd year of Ascendancy at 09:31 see stats
Log
Bandit lord performs a melee critical strike against Whisper!
Whisper is encased in ice!
Thief resists the mind attack!
Thief performs a melee critical strike against Whisper!
Bandit lord hits Whisper for (32 to psi shield), 49 physical, (6 to psi shield), 10 cold (59 total damage).
Whisper hits Iceblock for 9 blight, 10 fire, 5 mind, 3 darkness, 9 blight, 10 fire, 3 mind, 3 darkness, 9 blight, 10 fire, 5 mind, 3 darkness (74 total damage).
Thief hits Whisper for (46 to psi shield), (29 to ice), 43 physical, , (35 to psi shield), (22 to ice), 33 physical, (5 to psi shield), (3 to ice), 4 light, (5 to psi shield), (3 to ice), 5 fire (85 total damage).
Whisper forces the iceblock to shatter.
Beyond the Flesh hits Iceblock for 24 acid, 20 physical, 20 fire (62 total damage).
Beyond the Flesh hits Bandit lord for damage.
Bandit lord hits Whisper for (3 to ice), 5 sound (5 total damage).
Whisper is free from the ice.
Whisper uses Infusion: Wild.
Whisper lessens the pain.
Whisper uses Infusion: Healing.
Whisper receives 140 healing from Infusion: Healing.
Whisper uses Infusion: Regeneration.
Whisper starts regenerating health quickly.
Cutpurse performs a melee critical strike against Whisper!
Whisper hits Cutpurse for 9 blight, 9 fire, 4 mind, 2 darkness, 9 blight, 9 fire, 4 mind, 2 darkness (47 total damage).
Acid Splash from Whisper hits Cutpurse for 13 acid damage.
Cutpurse hits Whisper for (44 to psi shield), 69 physical, (3 to psi shield), 5 nature, 11 sound, (26 to psi shield), 41 physical (125 total damage).
Bandit lord performs a melee critical strike against Whisper!
You fight through the pain! (+6 hate)
Bandit lord performs a melee critical strike against Whisper!
Your hatred grows even as your life fades! (+4 hate)
Thief performs a melee critical strike against Whisper!
Your hatred grows even as your life fades! (+9 hate)
Saving game...
