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. Custom Auto Use 1.3.1Adds additional options to talent auto-use 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. QuickTome: Arena Skip 1.3.1 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 Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
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; Weird Wyrmic 1.2.5My own take at wyrmics. Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. 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. Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Simple Font Floating Text 1.1.5Changes the floating text to a different font Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 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: 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. Arcanum Class Pack 1.3.3Primary 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. 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. Items Vault 1.3.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. 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. 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:
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 Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. QuickTome: Remove Stat Requirements 1.3.1 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 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! 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 | Superhuman |
| Class | Doombringer |
| Level / Exp | 102 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinabeth the rattlesnake at level 102 on the 23rd Dusk 122nd year of Ascendancy at 02:05 / 1 |
Primary Stats
| Strength | 140 (base 97) |
| Dexterity | 23 (base 10) |
| Constitution | 55 (base 12) |
| Magic | 128 (base 97) |
| Willpower | 66 (base 10) |
| Cunning | 33 (base 11) |
Resources
| Equilibrium | 6396 |
| Vim | 25/435 |
| Life | -811/8560 |
| Positive | 352/353 |
| Stamina | 533/533 |
| Healing Factor | 1.6114255296595 |
| Regeneration | 22.237672309301 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +212.02863780958% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 13 |
| See Stealth | 30 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 351 |
| Accuracy | 57 |
| Crit Chance | 145% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80.8 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58.466666666667 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 103.18189113112 (86.818181818182%) |
| Defense | 52.271858712189 |
| Ranged Defense | 52.271858712189 |
| Fatigue | 2 |
| Physical Save | 68.5 |
| Spell Save | 46.55 |
| Mental Save | 45.466666666667 |
Defense: Resistances
| All | + 17%( 73%) |
Defense: Immunities
| Disarm Resistance | 67% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Class Talents
| Cunning / Tactical | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 6/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 10/5 |
| 6/5 |
| 6/5 |
| 10/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 8/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 1.46 |
| 7/5 |
| 1/5 |
| 8/5 |
| 8/5 |
| Corruption / Wrath | 1.50 |
| 5/5 |
| 5/5 |
| 8/5 |
| 10/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 8/5 |
| 5/5 |
| 6/5 |
| 8/5 |
| Technique / Combat training | 1.30 |
| 6/5 |
| 5/5 |
| 1/5 |
| 8/5 |
| 0/5 |
| 8/5 |
| Wild-gift / Harmony | 1.96 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Herald | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 8/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Exploit Weakness |
| talent | Share the Pain |
| talent | Abyssal Shield |
| detrimental effect | The target is poisoned, taking 6.00 nature damage per turn and decreasing all heals received by 42%. Insidious Poison |
| beneficial effect | Countering melee attacks: Has a 50% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
| detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 273.67 physical and 273.67 temporal warp damage at both ends of the teleport. Spatial Tether |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| detrimental effect | Your body is cauterizing, burning for 474.42 damage each turn. Cauterize |
| beneficial effect | Immune to physical effects. Spine of the World |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+61). Continuum Destabilization |
| detrimental effect | The target is burning, taking 920 damage per turn, split among it and burning foes in radius 4. Blazing Rebirth |
| beneficial effect | Increases the effectiveness of all healing the target receives by 48%. Empowered Healing |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Magic by +1. | done |
You failed to protect the lost anorithil from death by Eilinabeth the rattlesnake. Escort: lost anorithil (level 3 of Old Forest) | failed |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You must explore the ruins of Kor'Pul 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | Xerima the Growward (0 def, 14 armour) Xerima the Growward (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +14 Fatigue: +4% Effects on melee hit: * Slows global speed by 44% * 10% chance to gain 10% of a turn Changes stats: +4 Mag / +21 Wil / +18 Con Changes resistances: +15% fire / +5% arcane / +12% cold Changes resistances penetration: +5% nature / +29% physical Changes damage: +9% arcane / +9% temporal Mindpower: +26 (+7 eff.) Infravision radius: +3 Movement speed: +20% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Amesta the Blindnoon Amesta the BlindnoonPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 darkness Changes resistances: +8% light / +6% acid Changes resistances penetration: +15% acid Changes damage: +13% darkness / +6% acid Damage affinity(heal): +5% darkness Mental save: +18 (+6 eff.) Light radius: +3 Infravision radius: +4 See stealth: +30 See invisible: +21 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 240.39 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Amedolar (1 def, 0 armour) Amedolar (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +6 Wil / +4 Mag Changes resistances: +12% blight Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Loretir' (dig speed 23 turns) iron pickaxe 'Loretir' (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun / +1 Wil Changes resistances: +7% darkness / +9% mind Damage affinity(heal): +15% darkness Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spellpower: +6 (+1 eff.) Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 19.06 cold and 18.23 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Eliwe the Shimmerbreacher Eliwe the ShimmerbreacherPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +6 Mag / +12 Wil / +6 Cun Changes resistances: +9% acid / +3% lightning Changes resistances penetration: +15% acid Changes damage: +9% acid / +6% lightning Spellpower: +19 (+4 eff.) Mindpower: +18 (+5 eff.) Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Willownull' drakeskin leather belt 'Willownull'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Defense: +23 (+8 eff.) Fatigue: -10% Damage when hit (Melee): 12 acid Changes stats: +6 Mag Changes resistances: +10% lightning / +9% temporal / +10% darkness / +9% acid / +15% blight / +10% mind / +9% nature / +10% sound Changes resistances penetration: +15% nature Changes damage: +12% nature Reduced damage from: +84% Summoned Critical mult.: +15.00% Stealth bonus: +14 Maximum encumbrance: +60 Physical save: +15 (+4 eff.) Mana each turn: +0.56 Maximum mana: +60.00 Mindpower: +12 (+3 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | voratun greatsword 'Glintrigor' (62-99.2 power, 4 apr) voratun greatsword 'Glintrigor' (62-99.2 power, 4 apr)Requires: Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 55% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +55 blight / +24 acid Burst (radius 2) on crit: +42 ice When wielded/worn: Accuracy: +41 (+10 eff.) Armour penetration: +37 Physical crit. chance: +83.0% Physical power: +21 (+4 eff.) Armour: +20 Defense: +21 (+7 eff.) Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 4 mind Changes stats: +10 Str / +3 Cun Changes resistances: +3% light Changes resistances penetration: +5% light / +19% cold Changes damage: +20% physical Critical mult.: +63.00% Disease immunity: +97% Disarm immunity: +67% Stamina when hit: +3.00 Mental crit. chance: +1% Light radius: +1 Massive two-handed swords. |
| On hands | normal tauntlets 'Berirokhad' (0 def, 4 armour) normal tauntlets 'Berirokhad' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Damage (Melee): 8 mind Damage when hit (Melee): 8 mind Changes stats: +3 Dex / +1 Cun Changes resistances: +7% mind / +6% temporal Changes damage: +5% mind Talent granted: +3 Block Life regen: +3.20 Stamina each turn: +0.70 Psi each turn: +0.18 Equilibrium when hit: +0.08 Maximum hate: +6.00 Maximum psi: +40.00 Tauntlets behave like a shield, and allow you to block attacks. 43 block power. When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 71% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). Burst (radius 2) on crit: +8 mind A turtle shell fit with a simple strap. It covers the entire forearm. |
| Main armor | voratun mail armour 'Chaledunarach' (5 def, 20 armour) voratun mail armour 'Chaledunarach' (5 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +20 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +20 Str / +2 Wil / +7 Con Changes resistances: +15% physical / +29% fire / +20% darkness / +55% cold Changes resistances penetration: +10% temporal / +10% physical Changes damage: +3% mind Physical save: +44 (+11 eff.) Mental save: +9 (+3 eff.) Life regen: +5.60 Maximum life: +261.00 Maximum hate: +4.00 Light radius: +2 Healing mod.: +55% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | wyrmwaxed linen cloak of Iron Throne (1 def, 0 armour) wyrmwaxed linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective steel amulet of perfection (0.16 Wild-gift / Harmony,0.16 Corruption / Brutality) protective steel amulet of perfection (0.16 Wild-gift / Harmony,0.16 Corruption / Brutality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes resistances cap: +3% all Talent masteries: +0.16 Wild-gift / Harmony +0.16 Corruption / Brutality Physical save: +12 (+3 eff.) Amulets can have magical properties. |
Inventory
Scabripper ScabripperInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +18 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +9 Str Changes resistances: +72% acid / +12% temporal / +12% nature / +11% blight Changes damage: +36% acid / +12% nature / +8% all Mental save: +13 (+4 eff.) Poison immunity: +26% Disease immunity: +26% Confusion immunity: +44% Stun/Freeze immunity: +43% Life regen: +4.00 Spellpower: +17 (+3 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
Tirakai's Maul (44-57.2 power, 9 apr) Tirakai's Maul (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 60% Mag, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +36 spydric poison When wielded/worn: Armour: +3 Changes stats: +6 Dex / +6 Cun / +6 Mag Changes resistances: +3% all Changes damage: +12% nature Emerald: Nature It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatsword (18-28.8 power, 1 apr) iron greatsword (18-28.8 power, 1 apr)Requires: 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
voratun greatsword of shearing (65.5-104.8 power, 4 apr) voratun greatsword of shearing (65.5-104.8 power, 4 apr)Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +17 Changes resistances penetration: +21% physical Changes damage: +17% physical Massive two-handed swords. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour 'Mayekira' (9 def, 10 armour) iron mail armour 'Mayekira' (9 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to disease Changes stats: +6 Str / +2 Cun Changes resistances: +25% acid / +7% physical / +12% darkness / +7% cold / +5% arcane Changes damage: +6% arcane Allows you to breathe in: water Mental save: +13 (+4 eff.) Life regen: +3.00 Stamina each turn: +0.90 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Skywolf the iron plate armour (3 def, 7 armour) Skywolf the iron plate armour (3 def, 7 armour)Requires: - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 20 lightning Changes stats: +5 Str Changes resistances: +7% physical / +11% darkness / +16% sound Changes resistances penetration: +15% lightning Changes damage: +3% lightning Life regen: +1.40 Maximum life: +50.00 Light radius: +1 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Baruromigen the Bloomwinnow Baruromigen the BloomwinnowInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +6% acid / +12% lightning / +6% cold / +3% nature / +5% fire Changes damage: +15% nature Reduced damage from: +17% Summoned Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Xeruwen the Morningidol (1 def, 0 armour) Xeruwen the Morningidol (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Changes resistances: +12% light Critical mult.: +34.00% Stealth bonus: +7 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnpall the pair of rough leather boots (3 def, 1 armour) Dawnpall the pair of rough leather boots (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 12 arcane Changes stats: +1 Wil Changes resistances: +6% cold / +7% fire Changes damage: +3% blight Critical mult.: +5.00% Light radius: +1 Damage Shield penetration: +10% A pair of boots made of leather. |
Cloudbane the rough leather gloves (0 def, 1 armour) Cloudbane the rough leather gloves (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +5 Str / +1 Dex / +3 Wil / +5 Con Changes resistances: +12% lightning Changes damage: +6% lightning Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +43% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
agate 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
5 citrine 5 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. |
3 zircon 3 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. |
topaz 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. |
3 amethyst 3 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
78 alchemist agate 78 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 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. |
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. |
brass lantern 'Salylle' brass lantern 'Salylle'Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag Changes resistances: +7% darkness Changes resistances penetration: +10% blight Changes damage: +7% light Damage affinity(heal): +5% light Life regen: +0.20 Mana when firing critical spell: +1.00 Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 60.91 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 163.88 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 163.88 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Exterminator (Roguelike) (Uniques)
Killed 1000 creatures.By Okaay the Superhuman Doombringer level 61
9th Flare 122nd year of Ascendancy at 18:05 see stats
Fear me not! (Roguelike) (Uniques)
Survived the Fearscape!By Okaay the Superhuman Doombringer level 74
4th Dusk 122nd year of Ascendancy at 12:53 see stats
Hell has no fury like a demon scorned! (Roguelike) (Uniques)
Escaped the Searing Halls.By Okaay the Superhuman Doombringer level 8
77th Pyre 122nd year of Ascendancy at 05:52 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Okaay the Superhuman Doombringer level 10
77th Pyre 122nd year of Ascendancy at 09:41 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Okaay the Superhuman Doombringer level 20
10th Mirth 122nd year of Ascendancy at 05:00 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Okaay the Superhuman Doombringer level 30
1st Summertide 122nd year of Ascendancy at 05:45 see stats
Level 40 (Roguelike) (Uniques)
Got a character to level 40.By Okaay the Superhuman Doombringer level 40
1st Summertide 122nd year of Ascendancy at 17:21 see stats
Level 50 (Roguelike) (Uniques)
Got a character to level 50.By Okaay the Superhuman Doombringer level 50
9th Flare 122nd year of Ascendancy at 05:20 see stats
Overpowered! (Roguelike) (Uniques)
Did over 6000 damage in one attack.By Okaay the Superhuman Doombringer level 91
22nd Dusk 122nd year of Ascendancy at 12:23 see stats
Rescuer of the lost (Roguelike) (Uniques)
Rescued the merchant from the assassin lord.By Okaay the Superhuman Doombringer level 24
10th Mirth 122nd year of Ascendancy at 11:57 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Okaay the Superhuman Doombringer level 52
9th Flare 122nd year of Ascendancy at 06:41 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Okaay the Superhuman Doombringer level 24
1st Summertide 122nd year of Ascendancy at 02:47 see stats
The bigger the better! (Roguelike) (Uniques)
Did over 3000 damage in one attack.By Okaay the Superhuman Doombringer level 87
22nd Dusk 122nd year of Ascendancy at 07:06 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Okaay the Superhuman Doombringer level 69
4th Dusk 122nd year of Ascendancy at 05:45 see stats
Log
Okaay hits Okaay for (140 absorbed) damage.
Cauterize hits Okaay for 335 fire damage.
Insidious Poison from Eilinabeth the rattlesnake hits Okaay for (2 absorbed), 0 nature (0 total damage).
Okaay misses Eilinabeth the rattlesnake.
Eilinabeth the rattlesnake casts Thread Walk.
Eilinabeth the rattlesnake performs a melee critical strike against Okaay!
Eilinabeth the rattlesnake resists the mind attack!
A shield forms around temporal hound.
A shield forms around Okaay.
Okaay receives 155 healing from Okaay's healing light area effect.
Eilinabeth the rattlesnake receives 143 healing from Okaay's healing light area effect.
Temporal hound receives 143 healing from Okaay's healing light area effect.
Okaay hits Eilinabeth the rattlesnake for (1 absorbed), 0 lightning, (5 to psi shield), (1 absorbed), 0 acid, (2 absorbed), 0 darkness, (1 absorbed), 0 mind, (6 absorbed), 0 blight, (6 absorbed), 0 fire (0 total damage).
Charged Aura hits Okaay for 28 lightning damage.
Eilinabeth the rattlesnake hits Okaay for 577 physical, 7 blight, , 8 fire, 30 lightning (621 total damage).
Thermal Aura hits Okaay for 8 fire damage.
Burning from Okaay hits Temporal hound for (22 absorbed), 0 fire (0 total damage).
Okaay receives 8 healing from Devouring flames from Okaay.
Temporal hound resists the mind attack!
Okaay hits Temporal hound for (7 absorbed), 0 lightning, (12 absorbed), 0 acid, (12 absorbed), 0 darkness, (6 absorbed), 0 mind, (33 absorbed), 0 blight, (33 absorbed), 0 fire (0 total damage).
Temporal hound hits Okaay for (32 absorbed), 0 temporal, (30 absorbed), 0 physical (0 total damage).
Player used:T_WATERS_OF_LIFE
You fail to use Waters of Life due to your equilibrium!
Player used:T_INFUSION:_WILD_1
Eilinabeth the rattlesnake uses Kinetic Strike.
Eilinabeth the rattlesnake's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Okaay crumbles.
Okaay misses Eilinabeth the rattlesnake.
Saving game...
