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 1.3.0Pepper 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 | Draconian |
| Class | Bard |
| Level / Exp | 20 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake at level 20 on the 2nd Haze 122nd year of Ascendancy at 11:13 / 1 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 40 (base 28) |
| Constitution | 23 (base 18) |
| Magic | 40 (base 31) |
| Willpower | 22 (base 11) |
| Cunning | 34 (base 25) |
Resources
| Life | -108/466 |
| Mana | 112/149 |
| Stamina | 187/187 |
| Healing Factor | 1.1 |
| Regeneration | 43.395 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Stealth | 15 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 40 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38.571853607104 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.835315372582 |
| Crit Chance | 13% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 16.910982383166 (42%) |
| Defense | 40.593966271833 |
| Ranged Defense | 40.593966271833 |
| Fatigue | 2 |
| Physical Save | 24.3125 |
| Spell Save | 21.6375 |
| Mental Save | 24.5875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 29% |
| Bleed Resistance | 20% |
| Confusion Resistance | 5% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 50% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 177 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Phantasm | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Cantrips | 1.10 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Performer / Electric | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Tuneslinger | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Bardic combat | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Tunecrafting | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Draconian | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| Performer / Wanderer | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Performer / Bard | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Songs | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Song of Direction |
| talent | Streetwise |
| talent | Gone Electric |
| detrimental effect | The target is on fire, taking 21.65 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is in attunement with its electric powers, improving spellpower by 10. Electric Attunement |
| beneficial effect | Your dragon power toughens your skin increasing cold resistance by 10 and cold resistance cap by 4. Dragon's Fortitude |
| beneficial effect | Your dragon powers enhance your melee blows by 8 cold damage. Dragon's Fury |
| beneficial effect | Your dragon powers enhance your physical power by 15. Dragon's Strength |
| beneficial effect | A flow of life spins around the target, regenerating 39.20 life per turn. Regeneration |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by Prox the Mighty. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the temporal explorer from death by multi-hued drake. Escort: temporal explorer (level 1 of Daikara) | failed |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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. | failed |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
| Light source | [vs. survivor's brass lantern of clarity (Light source)] survivor's brass lantern of claritysurvivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (-) Mental save: +6 (-) Light radius: +2 (-) See stealth: +5 (-) See invisible: +8 (-) Healing mod.: +10% (-) 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 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. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 9 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. steel ring 'Betharavea' (On fingers, 1 of 2)] steel ring 'Betharavea'steel ring 'Betharavea' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +11%(-) mind Changes damage: +11%(-) mind Physical save: +6 (-) Silence immunity: +29% (-) Disarm immunity: +20% (-) Confusion immunity: +5% (-) Melody each turn: +0.11 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring 'Betharavea' (On fingers, 1 of 2)] Chideblek the steel ringChideblek the steel ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +5 Mag / +4 Wil / +0(-3) Con Changes resistances: +3% temporal / +0%(-11%) mind / +20% sound Changes resistances penetration: +10% temporal Changes damage: +0%(-11%) mind / +10% sound Physical save: +0 (-6) Blindness immunity: +20% Silence immunity: +0% (-29%) Disarm immunity: +0% (-20%) Confusion immunity: +0% (-5%) Melody each turn: +0.00 (-0.11) Spellpower: +6 Infravision radius: +3 See stealth: +10 See invisible: +8 Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. blurring rough 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: Defense: +10 (-) Stealth bonus: +6 (-) A belt that goes around your waist. |
| In main hand | [vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] acidic steel rapier of massacre (17-23.8 power, 4 apr)acidic steel rapier of massacre (17-23.8 power, 4 apr) Requires: - Cunning 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 17.0 - 23.8 Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +4 (-) Physical crit. chance: +2.0% (-) Attack speed: 100% (-) On weapon crit: * splashes the target with acid Damage (Melee): +7(-) acid Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
| 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 34/50) : Effective talent level: 2.0 Power cost: 18 out of 34/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 53.18 to 159.55 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| In off hand | [vs. elm harp of blinding strikes (13 melee - 12 ranged item light blind damage) (In off hand, 1 of 2)] elm harp of blinding strikes (13 melee - 12 ranged item light blind damage)elm harp of blinding strikes (13 melee - 12 ranged item light blind damage) Requires: - Cunning 11 Powered by arcane forces 3.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 0(-13) item light blind / 4(-) sound Effects on ranged hit: * 12% chance to blind Damage (Ranged): 0(-12) item light blind / 3(-) sound Talents granted: +1.00(-) Pluck Strings Mental save: +2 (-) Mindpower: +2 (-) Mental crit. chance: +2% (-) A small string instrument. Tap to cycle through comparison choices |
| Cloak | [vs. thick linen cloak of Eldoral (1 def, 6 armour) (Cloak)] thick linen cloak of Eldoral (1 def, 6 armour)thick linen cloak of Eldoral (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (-) Changes stats: +2(-) Cun / +2(-) Dex Changes resistances: +10%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Necklace of Dragon Teeth (Around neck)] Necklace of Dragon TeethNecklace of Dragon Teeth Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +1(-) Con Talent masteries: +0.20(-) Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Inventory
[vs. Necklace of Dragon Teeth (Around neck)] Odd SymbolOdd Symbol Infused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Talent mastery: +0.00(-0.20) Race / Draconian 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. Necklace of Dragon Teeth (Around neck)] Strange SymbolStrange Symbol Infused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Talent mastery: +0.00(-0.20) Race / Draconian 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. steel ring 'Betharavea' (On fingers, 1 of 2)] rogue's steel ring of perseverancerogue's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun / +0(-3) Con Changes resistances: +0%(-11%) mind Changes damage: +0%(-11%) mind Physical save: +0 (-6) Silence immunity: +0% (-29%) Disarm immunity: +0% (-20%) Confusion immunity: +0% (-5%) Stun/Freeze immunity: +20% Life regen: +0.80 Melody each turn: +0.00 (-0.11) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] Salykira the steel greatsword (20.5-32.8 power, 2 apr)Salykira the steel greatsword (20.5-32.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8(+3.5 - +9.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-2) Physical crit. chance: +3.0% (+1.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to corrode armour (+20%) On weapon crit: * splashes the target with acid Damage (Melee): +10(+3) acid / +7 mind Burst (radius 1) on hit: +7 fire When wielded/worn: Changes resistances: +6% blight 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 swords. |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] arcing iron rapier of projection (10-14 power, 3 apr)arcing iron rapier of projection (10-14 power, 3 apr) Requires: - Cunning 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 10.0 - 14.0(-7.0 - -9.8) Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +3 (-1) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target On weapon crit: - splashes the target with acid Damage (Melee): +6 lightning / +5 mind / +0(-7) acid 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. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] hateful iron rapier (10.5-14.7 power, 3 apr)hateful iron rapier (10.5-14.7 power, 3 apr) Requires: - Cunning 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 10.5 - 14.7(-6.5 - -9.1) Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +3 (-1) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +6 darkness / +0(-7) acid Damage against: +7% Living Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] Berindur the Boltreign (16.5-23.1 power, 10 apr)Berindur the Boltreign (16.5-23.1 power, 10 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 16.5 - 23.1(-0.5 - -0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (+6) Physical crit. chance: +4.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to daze (+20%) On weapon crit: - splashes the target with acid Damage (Melee): +0(-7) acid / +5 temporal / +6 sound When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +9% lightning / +7% temporal / +5% sound Changes damage: +3% lightning One-handed war axes. |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand, 1 of 3)] Ce'Numina the steel dagger (12-15.6 power, 6 apr)Ce'Numina the steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-5.0 - -8.2) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +6 (+2) Physical crit. chance: +5.0% (+3.0%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +11 insidious poison / +5 temporal / +5 nature / +0(-7) acid When wielded/worn: Accuracy: +4 Defense: +4 Changes stats: +2 Cun Disarm immunity: +20% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand, 1 of 3)] Hanolen the steel dagger (11-14.3 power, 6 apr)Hanolen the steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3(-6.0 - -9.5) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +6 (+2) Physical crit. chance: +5.0% (+3.0%) Attack speed: 100% (-) On weapon hit: * 8 arcane resource burn (+8) On weapon crit: - splashes the target with acid Damage (Melee): +10 insidious poison / +0(-7) acid / +5 mind When wielded/worn: Grants telepathy: Demon/Minor Demon/Major 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. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand, 1 of 3)] steel dagger 'Relgykhad' (12.5-16.25 power, 10 apr)steel dagger 'Relgykhad' (12.5-16.25 power, 10 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(-4.5 - -7.5) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +10 (+6) Physical crit. chance: +5.0% (+3.0%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid + cripple the target Damage Shield penetration (this weapon only): +15% Damage (Melee): +0(-7) acid When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Mag / +1 Wil / +2 Con Stamina each turn: +0.20 Spellpower: +4 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand, 1 of 3)] Nerossra the thorny mindstar (8.5-9.35 power, 24 apr, nature damage)Nerossra the thorny mindstar (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4(-8.5 - -14.4) Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+20) Physical crit. chance: +3.5% (+1.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to corrode armour (+20%) On weapon crit: - splashes the target with acid Damage (Melee): +0(-7) acid When wielded/worn: Defense: +2 Ranged Defense: +2 Changes stats: +5 Cun Changes damage: +3% acid Critical mult.: +10.00% Physical save: +4 Spell save: +4 Mental save: +2 Disarm immunity: +10% Equilibrium when hit: +1.20 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 |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand, 1 of 3)] arcing iron ritual blade of phasing (9.5-12.35 power, 10 apr)arcing iron ritual blade of phasing (9.5-12.35 power, 10 apr) Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 9.5 - 12.4(-7.5 - -11.4) 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: +10 (+6) Physical crit. chance: +2.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target On weapon crit: - splashes the target with acid Damage Shield penetration (this weapon only): +11% Damage (Melee): +4 lightning / +0(-7) acid When wielded/worn: Spell crit. chance: +2% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] woollen robe 'Eremiduthad' (0 def, 0 armour)woollen robe 'Eremiduthad' (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-1) Defense: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-2) Dex / +0(-3) Cun / +1 Con Changes resistances: +16% cold / +15% sound Changes damage: +10% sound / +11% cold Mental save: +18 Poison immunity: +0% (-30%) Spell crit. chance: +3% Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. blurring rough 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: Defense: +0 (-10) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Stealth bonus: +0 (-6) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. blurring rough leather belt (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Defense: +0 (-10) Stealth bonus: +0 (-6) Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. thick linen cloak of Eldoral (1 def, 6 armour) (Cloak)] enveloping linen cloak of Iron Throne (6 def, 0 armour)enveloping linen cloak of Iron Throne (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +6 (+5) Changes stats: +1 Str / +0(-2) Dex / +0(-2) Cun / +2 Con Changes resistances: +0%(-10%) cold Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
nuummite 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. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
ametrine 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 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
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 (0/1) Rod of Recall (0/1)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 199/400. 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] Balancemortal [power 35] (30 cooldown)Balancemortal [power 35] (30 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Defense: +0 (-5) Changes stats: +0(-5) Lck / +2 Wil Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws Trap disarming bonus: +0 (-5) It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 40%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. elm harp of blinding strikes (13 melee - 12 ranged item light blind damage) (In off hand, 1 of 2)] savior's elm harp of perseverance (5 melee - 5 ranged sound damage)savior's elm harp of perseverance (5 melee - 5 ranged sound damage) Requires: - Cunning 11 Crafted by a master 3.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 0(-13) item light blind / 5(2) sound Damage (Ranged): 0(-12) item light blind / 5(2) sound Talents granted: +1.00(-) Pluck Strings Physical save: +6 Spell save: +6 Mental save: +9 (+7) Stun/Freeze immunity: +20% Life regen: +1.00 Mindpower: +2 (-) Mental crit. chance: +2% (-) A small string instrument. Tap to cycle through comparison choices |
[vs. elm harp of blinding strikes (13 melee - 12 ranged item light blind damage) (In off hand, 1 of 2)] solipsist's elm harp (4.5 melee - 4 ranged sound damage)solipsist's elm harp (4.5 melee - 4 ranged sound damage) Requires: - Cunning 11 Infused by psionic forces 3.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 0(-13) item light blind / 4(1) sound Damage (Ranged): 0(-12) item light blind / 4(1) sound Changes stats: +4 Cun / +4 Wil Talents granted: +1.00(-) Pluck Strings Mental save: +2 (-) Mindpower: +8 (+6) Mental crit. chance: +2% (-) A small string instrument. Tap to cycle through comparison choices |
[vs. elm harp of blinding strikes (13 melee - 12 ranged item light blind damage) (In off hand, 1 of 2)] titan's ash harp of power (6 melee - 6 ranged sound damage)titan's ash harp of power (6 melee - 6 ranged sound damage) Requires: - Cunning 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Physical power: +6 Damage (Melee): 0(-13) item light blind / 6(2) sound Damage (Ranged): 0(-12) item light blind / 6(3) sound Changes stats: +4 Con Talents granted: +2(+1) Pluck Strings Physical save: +8 Mental save: +3 (+1) Spellpower: +5 Mindpower: +8 (+6) Mental crit. chance: +3% (+1%) A small string instrument. Tap to cycle through comparison choices |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] balanced iron singing sword of massacre (21-29.4 power, 1 apr)balanced iron singing sword of massacre (21-29.4 power, 1 apr) Requires: - Strength 11 - Cunning 9 Crafted by a master 3.00 Encumbrance. Type: instrument / singsword ; tier 1 It must be held with both hands. Base power: 21.0 - 29.4(+4.0 - +5.6) Uses stats: 90% Str, 25% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +1 (-3) Physical crit. chance: +3.0% (+1.0%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-7) acid / +5 sound When wielded/worn: Accuracy: +8 Defense: +8 Disarm immunity: +25% Mindpower: +2 A two-handed sword that converts voice into sound. |
[vs. acidic steel rapier of massacre (17-23.8 power, 4 apr) (In main hand)] iron singing sword of massacre (23-32.2 power, 1 apr)iron singing sword of massacre (23-32.2 power, 1 apr) Requires: - Strength 11 - Cunning 9 Crafted by a master 3.00 Encumbrance. Type: instrument / singsword ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2(+6.0 - +8.4) Uses stats: 90% Str, 25% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +1 (-3) Physical crit. chance: +3.0% (+1.0%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-7) acid / +4 sound When wielded/worn: Mindpower: +2 A two-handed sword that converts voice into sound. |
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.) |
Achievements
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Whisper the Draconian Bard level 10
3rd Mirth 122nd year of Ascendancy at 14:17 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Whisper the Draconian Bard level 20
56th Dusk 122nd year of Ascendancy at 11:29 see stats
The Arena (Roguelike) (Uniques)
Unlocked Arena mode.By Whisper the Draconian Bard level 9
79th Pyre 122nd year of Ascendancy at 05:01 see stats
The secret city (Roguelike) (Uniques)
Discovered the truth about mages.By Whisper the Draconian Bard level 19
42nd Dusk 122nd year of Ascendancy at 21:20 see stats
Log
Multi-hued drake hits Whisper for 88 cold damage.
Multi-hued drake hits Whisper, temporal explorer for 137 cold damage.
Whisper shrugs off some effects!
Whisper is not stunned anymore.
Multi-hued drake feels directionless!
Whisper deactivates Song of Direction.
Whisper activates Song of Direction.
Whisper deactivates Streetwise.
Whisper activates Streetwise.
Whisper deactivates Gone Electric.
Whisper activates Gone Electric.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Space around you starts to dissolve...
Talent Bust Out is ready to use.
Talent Focused Strike is ready to use.
Talent Vault is ready to use.
Talent Earworm is ready to use.
Talent Abrupt Intro is ready to use.
Talent Infusion: Regeneration is ready to use.
Burning from Multi-hued drake hits Whisper for 22 fire damage.
Multi-hued drake breathes acid!
Multi-hued drake hits Whisper for 131 acid damage.
Whisper uses Infusion: Regeneration.
Whisper starts regenerating health quickly.
Burning from Multi-hued drake hits Whisper for 22 fire damage.
Multi-hued drake breathes sand!
Saving game...
