Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Reaver Tweaks 1.2.4 Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.3.1Adds 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. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. QuickTome: Item Tweaks 1.3.1 Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Simple Font Floating Text 1.1.5Changes the floating text to a different font Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Custom Auto Use 1.3.1Adds additional options to talent auto-use Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.3.0Combines 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: Draconians 1.3.1Adds 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Items Vault 1.3.0Donators/Buyers bonus! QuickTome: Remove Stat Requirements 1.3.1 Midnight 1.3.1Adds 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Necromancy+ 1.3.1Features: 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 Ghoul Buff 1.3.1Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.1Content 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 | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 98 / 58% |
| Size | big |
| Lifes / Deaths | Killed by hornet swarm at level 50 on the 38th Dusk 122nd year of Ascendancy at 15:30 / 1 |
Primary Stats
| Strength | 70 (base 10) |
| Dexterity | 71 (base 10) |
| Constitution | 151 (base 106) |
| Magic | 148 (base 106) |
| Willpower | 116 (base 78) |
| Cunning | 79 (base 11) |
Resources
| Mana | 751/1135 |
| Negative | 333/341 |
| Vim | 406/528 |
| Life | 1776/1810 |
| Positive | 16/341 |
| Souls | 11/19 |
| Healing Factor | 1.29 |
| Regeneration | 15.8025 |
Speed
| Mental | +124.37421452117% |
| Attack | 0% |
| Movement | +20% |
| Spell | +208.74842904234% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 15 |
| Infravision | 26 |
| See Invisible | 43 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 68 |
| Crit Chance | 74% |
| APR | 52 |
| Speed | 0.45 |
Offense: Spell
| Spellpower | 96.4 |
| Crit Chance | 78% |
| Speed | 0.32388828765923 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 64.7 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| All | +301% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 56 (30%) |
| Defense | 65.5375 |
| Ranged Defense | 65.5375 |
| Fatigue | 0 |
| Physical Save | 96.217739747956 |
| Spell Save | 74.034674684945 |
| Mental Save | 91.805007060374 |
Defense: Resistances
| All | + 24%( 90%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 66% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to heal yourself for 559 life, and cure one cut or wound effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Star fury | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dread | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
| Spell / Chill | 1.58 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Charnel | 1.30 |
| 1/5 |
| 1/5 |
| 9/5 |
| 9/5 |
| Spell / Necrotic minions | 1.30 |
| 8/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Vampirism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| 9/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 9/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dead secrets | 1.30 |
| 6/5 |
| 1/5 |
| 5/5 |
| 6/5 |
| Race / Dark-faerie | 1.00 |
| 9/5 |
| 9/5 |
| 6/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Meat Shield |
| talent | Vampiric Gift |
| talent | Soulwinds |
| talent | Animus Hoarder |
| beneficial effect | The target consumed souls to gain new powers. 5 spells affected. Essence of the Dead |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +209% Combat Speed: +104% All Damage: +301% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 232. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * '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 warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Galewild the pair of drakeskin leather boots (0 def, 13 armour) Galewild the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -4% Changes stats: +6 Str / +11 Dex / +4 Mag / +4 Cun / +4 Con / +14 Lck Changes resistances: +13% acid / +6% temporal / +5% cold / +15% fire / +17% lightning Stealth bonus: +12 Stamina each turn: +0.80 Maximum life: +56.00 Spellpower: +5 (+1 eff.) Light radius: +3 See invisible: +6 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
| Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0 Mag Changes resistances: +0% blight / +0% darkness Changes resistances cap: +0% blight / +0% darkness Changes damage: +0% blight / +0% darkness Spellpower: +0 (+0 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Duathelobeisance (0 def, 11 armour) Duathelobeisance (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +11 Fatigue: +5% Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 7 physical Changes stats: +19 Str / +32 Dex / +8 Wil / +16 Cun / +5 Con Changes resistances: -39% light / +3% darkness / +15% blight / +14% cold / +25% mind / +10% fire Changes resistances penetration: +5% blight / +10% darkness Reduces incoming crit damage: 10.00% Mental save: +38 (+8 eff.) Confusion immunity: +50% Life regen: +8.00 Infravision radius: +4 See invisible: +12 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5127.7 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bilewitch the dwarven-steel pickaxe (dig speed 9 turns) Bilewitch the dwarven-steel pickaxe (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 nature / 8 temporal Changes stats: +13 Str / +6 Wil / +3 Cun Changes resistances: +9% light Changes resistances penetration: +10% nature Changes damage: +9% nature / +6% temporal Lowers spell cool-downs by: 10% Mental crit. chance: +10% Infravision radius: +7 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Corpsepiety CorpsepietyInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +18 Physical power: +7 (+2 eff.) Defense: +26 (+6 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Damage when hit (Melee): 12 nature Changes stats: +5 Str / +6 Cun / +5 Con Changes resistances: +22% acid Changes resistances penetration: +5% arcane / +15% nature Changes damage: +11% acid Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) 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. |
| On fingers | Hanikalthorak HanikalthorakPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +14 (+4 eff.) Fatigue: -6% Damage when hit (Melee): 21 mind Changes stats: +5 Str / +9 Wil / +7 Cun / +5 Con Changes resistances: +12% blight Changes damage: +12% blight / +3% mind Maximum encumbrance: +24 Mental save: +18 (+4 eff.) Spellpower: +7 (+1 eff.) Mindpower: +14 (+4 eff.) Mental crit. chance: +5% Infravision radius: +3 Rings can have magical properties. |
| Around waist | hardened leather belt 'Shimmerward' hardened leather belt 'Shimmerward'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +29 (+7 eff.) Armour: +11 Defense: +10 (+2 eff.) Damage when hit (Melee): 16 lightning Changes stats: +10 Str / +5 Dex / +5 Cun / +14 Con / +8 Lck Changes resistances: +20% lightning / +11% temporal / +8% darkness / +3% fire / +8% mind / +19% sound Changes resistances penetration: +10% lightning / +29% fire Changes damage: +9% lightning Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +46 (+8 eff.) Spell save: +11 (+3 eff.) Mental save: +18 (+4 eff.) Mindpower: +8 (+2 eff.) Infravision radius: +5 Size category: +3 A belt that goes around your waist. |
| In main hand | elven-wood vilestaff 'Radhazilalen' (47-56.4 power, 5 apr, physical damage) elven-wood vilestaff 'Radhazilalen' (47-56.4 power, 5 apr, physical damage)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 47.0 - 56.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +11.0% Physical power: +16 (+4 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 28 fire Changes stats: +2 Str / +5 Mag / +5 Wil Changes resistances penetration: +5% acid / +5% physical Changes damage: +47% acid Talent granted: +1 Command Staff Critical mult.: +47.00% Maximum encumbrance: +10 Physical save: +40 (+7 eff.) Mana each turn: +0.99 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +176.00 Spellpower: +85 (+15 eff.) Spell crit. chance: +17% See invisible: +14 It can be used to unleash an elemental blastwave, dealing 497.99 - 597.59 acid damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Mardarim' (0 def, 1 armour) rough leather gloves 'Mardarim' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Fatigue: -2% Damage (Melee): 7 sound / 6 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances: +6% lightning / +6% temporal / +6% sound Changes damage: +4% temporal Physical save: +3 (+1 eff.) Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Halahek the Smolderking (19 def, 14 armour) Halahek the Smolderking (19 def, 14 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +14 Defense: +19 (+5 eff.) Changes stats: +22 Mag / +2 Wil / +10 Cun Changes resistances: +20% blight / +50% light / +23% darkness Changes resistances penetration: +14% sound Changes damage: +29% blight / +6% fire / +69% light / +32% sound Critical mult.: +15.00% Melody each turn: +0.30 Melody when hit: +2.30 Maximum life: +125.00 Maximum mana: +70.00 Maximum vim: +20.00 Maximum melody: +25.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +11% Light radius: +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Boridebers the Dimnail (13 def, 0 armour) Boridebers the Dimnail (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +13 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 8 darkness Changes stats: +2 Cun / +2 Dex Changes resistances: +13% light / +12% blight / +13% fire / +12% nature / +6% darkness Changes resistances penetration: +20% arcane Changes damage: +12% darkness / +18% light / +3% arcane Stealth bonus: +7 Physical save: +7 (+1 eff.) Life regen: +1.30 Maximum life: +48.00 Maximum stamina: +13.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bokoldil the gold amulet Bokoldil the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +18 (+4 eff.) Armour: +6 Defense: +7 (+2 eff.) Fatigue: -8% Changes stats: +8 Dex / +2 Wil / +8 Cun / +16 Con Changes resistances: +18% fire / +22% cold / +13% darkness / +22% light Changes resistances cap: +5% all Changes damage: +16% physical Talent masteries: +0.28 Spell / Chill +0.28 Spell / Reaper Physical save: +50 (+9 eff.) Blindness immunity: +66% Life regen: +2.70 Stamina each turn: +0.90 Maximum life: +44.00 Maximum hate: +6.00 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +11 Movement speed: +10% Combat speed: +20% Healing mod.: +15% Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 505 over 5 turns) regeneration infusion of the duelist (heal 505 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
magic missile rune of the titan (1092 arcane damage) magic missile rune of the titan (1092 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: 600% of base Usage Speed: Spell (32% of a turn) Is: a spell Description: Fires a Magic Missile that does 1092 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1391% regen over 10 turns; 70 instant mana) manasurge rune of the titan (1391% regen over 10 turns; 70 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1391% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 16; power 47; dur 3) phase door rune of the titan (range 16; power 47; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (1230 acid damage; dur 5; apply 67) acid wave rune of the duelist (1230 acid damage; dur 5; apply 67)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a wave of acid in a cone of radius 6, doing 1229.74 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 67. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of mastery (0.11 Spell / Nightfall) copper amulet of mastery (0.11 Spell / Nightfall)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Spell / Nightfall Amulets can have magical properties. |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
copper ring 'Smearbreaker' copper ring 'Smearbreaker'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 nature Changes stats: +3 Dex / +1 Con Changes resistances: +3% nature / +6% temporal Changes resistances penetration: +15% nature / +5% temporal Spell save: +12 (+3 eff.) Maximum stamina: +15.00 Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Maneregokor the Vileparry (10-12 power, 2 apr, physical damage) Maneregokor the Vileparry (10-12 power, 2 apr, physical damage)Requires: Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +4 nature / +8 arcane When wielded/worn: Changes stats: +4 Con Changes resistances: +3% nature Changes resistances penetration: +10% arcane Changes damage: +10% darkness / +9% arcane Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
Galekill the yew vilestaff (28-33.6 power, 4 apr, physical damage) Galekill the yew vilestaff (28-33.6 power, 4 apr, physical damage)Requires: Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 28.0 - 33.6 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 arcane Damage conversion: 40% nature When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +26.0% Physical power: +11 (+3 eff.) Defense: +26 (+6 eff.) Effects on melee hit: * 14% chance to blind Damage (Melee): 33 arcane / 8 % chance of confusion Changes stats: +2 Str / +2 Mag / +4 Wil Changes resistances: +6% lightning / +4% physical Changes resistances penetration: +11% nature Changes damage: +6% lightning / +28% darkness / +20% nature Talent granted: +1 Command Staff Critical mult.: +26.00% Maximum life: +20.00 Maximum mana: +62.00 Maximum neg.energy: +38.00 Spellpower: +51 (+9 eff.) Spell crit. chance: +22% Light radius: +3 Damage Shield penetration: +34% It can be used to project a bolt from the staff (to range 8) dealing 417.40 - 500.87 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Smearrace (26-39 power, 2 apr) Smearrace (26-39 power, 2 apr)Requires: Powered by arcane forces 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: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 111% Damage (Melee): +16 temporal / +30 darkness / +21 cold / +12 nature / +8 mind Burst (radius 2) on crit: +4 mind / +16 shocking sound Damage against: +32% Living When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Damage when hit (Melee): 16 temporal / 8 nature / 20 mind Changes stats: +5 Str Changes resistances: +6% mind / +16% temporal Changes resistances penetration: +13% sound Changes damage: +9% nature / +13% physical Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Mental save: +3 (+1 eff.) Stamina when hit: +2.00 Massive two-handed mauls. |
Boltquench the quiver of ash arrows (17/44, 24-33.6 power, 13 apr) Boltquench the quiver of ash arrows (17/44, 24-33.6 power, 13 apr)Requires: Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +6.5% Capacity: 44 On weapon hit: * 51% chance to daze Travel speed: +400% Damage (Ranged): +4 lightning / +11 temporal / +30 darkness / +10 nature / +24 insidious poison / +24 blight / +18 shocking sound / +12 arcane Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +9 dazing sound / +4 lightning Damage against: +22% Living When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rough leather belt 'Lightningnaught' rough leather belt 'Lightningnaught'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -5% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 acid / 12 lightning Changes resistances: +12% lightning / +19% darkness / +7% light / +12% mind / +12% sound Changes resistances penetration: +10% acid / +8% physical Changes damage: +3% blight / +8% physical / +12% lightning Maximum encumbrance: +26 Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Ereludur the Natureviper (17 def, 12 armour) Ereludur the Natureviper (17 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +12 Defense: +17 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 12 arcane / 8 nature Changes stats: +7 Str / +4 Dex / +1 Wil / +8 Cun / +8 Con Changes resistances: +10% lightning / +8% temporal Changes resistances penetration: +5% arcane Changes damage: +6% arcane / +8% physical Life regen: +3.90 Stamina each turn: +1.60 Maximum life: +47.00 Maximum stamina: +28.00 Infravision radius: +3 See invisible: +6 Movement speed: +10% Healing mod.: +22% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
220 alchemist agate 220 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Base power: 15.0 - 16.5 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 10 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Velywe the brass lantern Velywe the brass lanternPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Defense: +7 (+2 eff.) Damage when hit (Melee): 12 blight / 14 fire / 4 mind Changes stats: +4 Str / +1 Wil Changes resistances: +7% blight / +6% fire / +14% darkness Changes resistances penetration: +15% blight / +7% all Changes damage: +7% light Damage affinity(heal): +5% light Reduces incoming crit damage: 15.00% Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +19 (+4 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See stealth: +8 See invisible: +22 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 185 blight damage or heals 63 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 200/400. 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. |
elm harp 'Shockgasher' (4 melee - 4.5 ranged sound damage) elm harp 'Shockgasher' (4 melee - 4.5 ranged sound damage)Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 4 sound Damage (Ranged): 4 sound Damage when hit (Melee): 8 darkness / 12 lightning Changes stats: +5 Str / +5 Con Changes resistances: +3% darkness / +18% lightning Talent granted: +1 Pluck Strings Mental save: +2 (+0 eff.) Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +26% Melody each turn: +0.16 Maximum life: +21.00 Maximum melody: +13.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A small string instrument. |
Achievements
Anti-Antimagic! (Roguelike) (Uniques)
Destroyed the Ziguranth camp with your Rhaloren allies.By Baka the Lich Necromancer level 59
53rd Dusk 122nd year of Ascendancy at 16:06 see stats
Exterminator (Roguelike) (Uniques)
Killed 1000 creatures.By Baka the Dark Faerie Necromancer level 39
4th Dusk 122nd year of Ascendancy at 03:45 see stats
Fear me not! (Roguelike) (Uniques)
Survived the Fearscape!By Baka the Lich Necromancer level 80
69th Dusk 122nd year of Ascendancy at 18:04 see stats
Home sweet home (Roguelike) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Baka the Dark Faerie Necromancer level 48
7th Dusk 122nd year of Ascendancy at 13:16 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Baka the Dark Faerie Necromancer level 10
1st Flare 122nd year of Ascendancy at 23:12 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Baka the Dark Faerie Necromancer level 20
1st Dusk 122nd year of Ascendancy at 08:15 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Baka the Dark Faerie Necromancer level 30
2nd Dusk 122nd year of Ascendancy at 08:06 see stats
Level 40 (Roguelike) (Uniques)
Got a character to level 40.By Baka the Dark Faerie Necromancer level 40
5th Dusk 122nd year of Ascendancy at 18:19 see stats
Level 50 (Roguelike) (Uniques)
Got a character to level 50.By Baka the Dark Faerie Necromancer level 50
27th Dusk 122nd year of Ascendancy at 13:39 see stats
Lichform (Roguelike) (Uniques)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Baka the Dark Faerie Necromancer level 50
38th Dusk 122nd year of Ascendancy at 15:30 see stats
Rescuer of the lost (Roguelike) (Uniques)
Rescued the merchant from the assassin lord.By Baka the Dark Faerie Necromancer level 12
2nd Flare 122nd year of Ascendancy at 08:55 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Baka the Dark Faerie Necromancer level 48
13rd Dusk 122nd year of Ascendancy at 04:18 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Baka the Dark Faerie Necromancer level 38
2nd Dusk 122nd year of Ascendancy at 21:07 see stats
The Arena (Roguelike) (Uniques)
Unlocked Arena mode.By Baka the Dark Faerie Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 08:51 see stats
The bigger the better! (Roguelike) (Uniques)
Did over 3000 damage in one attack.By Baka the Lich Necromancer level 80
62nd Dusk 122nd year of Ascendancy at 07:17 see stats
The sky is falling! (Roguelike) (Uniques)
Saw a huge meteor falling from the sky.By Baka the Lich Necromancer level 57
53rd Dusk 122nd year of Ascendancy at 12:53 see stats
Treasure Hoarder (Roguelike) (Uniques)
Amassed 3000 gold pieces.By Baka the Lich Necromancer level 98
10th Haze 122nd year of Ascendancy at 02:04 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Baka the Dark Faerie Necromancer level 48
13rd Dusk 122nd year of Ascendancy at 10:16 see stats
Log
There is a next level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Talent Surge of Undeath is ready to use.
Talent Essence of the Dead is ready to use.
Talent Crimson Barrier is ready to use.
There is a previous level here (press '' or right click to use).
Space restabilizes around you.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Great wolf regains their strength.
Great wolf is not dazed anymore.
Great wolf is free from the hex.
Minotaur of the Labyrinth regains their strength.
Bandit is free from the decrepitude disease.
Baka deactivates Blurred Mortality.
Baka deactivates Vampiric Gift.
Baka deactivates Animus Hoarder.
Baka is no longer surging arcane power.
Baka deactivates Meat Shield.
Baka deactivates Soulwinds.
Dread deactivates Blur Sight.
Baka's Clone deactivates Meat Shield.
Baka's Clone is no longer surging arcane power.
Baka's Clone deactivates Necrotic Aura.
Baka's Clone deactivates Soulwinds.
Baka's Clone deactivates Vampiric Gift.
Baka's Clone deactivates Blurred Mortality.
Baka's Clone deactivates Animus Hoarder.
Shadow is fully armored again.
Shadow stops bleeding.
