









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Allow Respec Anywhere 1.2.3Auto Talent Assistant 1.6.7Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Ashes of Urh'Rok 1.7.3Official 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 1.5.2This 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 Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Faerie |
Class | Berserker |
Level / Exp | 22 / 92% |
Size | tiny |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 70 (base 51) |
Dexterity | 60 (base 38) |
Constitution | 67 (base 49) |
Magic | 16 (base 10) |
Willpower | 14 (base 10) |
Cunning | 33 (base 19) |
Resources
Life | 810/810 |
Stamina | 113/113 |
Healing Factor | 1.3635014349578 |
Regeneration | 18.643477991963 |
Speed
Mental | -4.2743586448069E-12% |
Attack | 0% |
Movement | +58.136015234918% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 34.712164534463 |
See Invisible | 35.712164534463 |
Offense: Mainhand
Damage | 133 |
Accuracy | 74 |
Crit Chance | 56% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Cold | +27% |
Lightning | +6% |
Offense: Damage Penetration
Mind | +10% |
Physical | +9% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 5 |
Physical Save | 74 |
Spell Save | 73 |
Mental Save | 64 |
Defense: Resistances
Nature | + 29%( 70%) |
Lightning | + 33%( 70%) |
Mind | + 34%( 70%) |
Cold | + 70%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 33%( 70%) |
Fire | + 44%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Superiority | 1.43 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.43 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Shattering Impact |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +58% Defense: +32 Avoidance of some traps. |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Stokeream (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) (-) Physical crit. chance: +3.0% (-) Armour: +9 (-) Fatigue: +2% (-) Changes stats: +1(-) Str / +3(-) Dex / +3(-) Mag / +2(-) Cun Changes resistances: +6%(-) fire Reduces incoming crit damage: 5.00% (-) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() brawler's rough leather gloves of butchering (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) (-) Armour penetration: +6 (-) Physical power: +4 (+1 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str / +2(-) Dex / +3(-) Cun Changes resistances: +6%(-) blight Talents cooldown: Double Strike (-1(-) turn) Physical save: +6 (+1 eff.) (-) Spell save: +8 (+2 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Tulyhell (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +6(-) Str / +1(-) Dex / +1(-) Wil / +9(-) Con Changes resistances: +8%(-) fire / +7%(-) cold Reduces incoming crit damage: 15.00% (-) Physical save: +7 (+1 eff.) (-) Mental save: +8 (+2 eff.) (-) Infravision radius: +3 (-) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | ![]() It Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3(-) Str / +3(-) Dex / +3(-) Mag / -3(-) Wil / +3(-) Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Nimbustaint Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) (-) Changes stats: +4(-) Dex Changes resistances: +24%(-) cold Changes damage: +6%(-) lightning / +12%(-) cold Stamina each turn: +2.00 (-) Infravision radius: +3 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-7 eff.)) Changes stats: +0(-4) Dex / +4 Wil / +6 Con Changes resistances: +10% nature / +25%(+1%) cold Changes damage: +0%(-6%) lightning / +15%(+3%) cold Stamina each turn: +0.00 (-2.00) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Infravision radius: +0 (-3) It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.87 cold and 8.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
Around neck | ![]() clarifying steel amulet of perfection (0.13 Technique / Superiority,0.13 Technique / Combat training) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11%(-) mind Talent masteries: +0.13(-) Technique / Superiority +0.13(-) Technique / Combat training Confusion immunity: +20% (-) Amulets make your neck look great! |
In main hand | ![]() warbringer's dwarven-steel battleaxe of evisceration (34-52 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +6.5% (-) Attack speed: 100% (-) On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% (-) Physical power: +22 (+5 eff.) (-) Changes stats: +3(-) Con Changes resistances penetration: +9%(-) physical Disarm immunity: +25% (-) Massive two-handed battleaxes. |
Light source | ![]() brass lantern 'Runiregorand' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2(-) Dex / +3(-) Cun / +2(-) Con Mental save: +16 (+4 eff.) (-) Maximum hate: +2.00 (-) Light radius: +6 (-) See stealth: +7 (-) See invisible: +8 (-) 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. |
Cloak | ![]() cashmere cloak 'Emeleganne' (32 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+10 eff.) (-) Changes stats: +3(-) Cun / +2(-) Dex Changes resistances: +6%(-) mind Changes resistances penetration: +10%(-) mind Physical save: +12 (+3 eff.) (-) Only die when reaching: -40.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() rough leather belt 'Tulandil' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Str / +2(-) Dex / +2(-) Wil Physical save: +7 (+1 eff.) (-) Stamina each turn: +3.00 (-) Equilibrium when hit: +0.24 (-) Mindpower: +4 (+2 eff.) (-) A belt that goes around your waist. |
Inventory
![]() This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 105; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 105(-312) life over 5(-) turns. Its effects scale with your -Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +0%(-11%) mind Talent masteries: +0.00(-0.13) Technique / Superiority +0.00(-0.13) Technique / Combat training Confusion immunity: +0% (-20%) Amulets make your neck look great! |
![]() savage's steel ring of the mind (+11%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-7 eff.)) Changes stats: +0(-4) Dex / +2 Con Changes resistances: +11% mind / +0%(-24%) cold Changes damage: +0%(-6%) lightning / +0%(-12%) cold / +11% mind Spell save: +12 (+3 eff.) Stamina each turn: +0.00 (-2.00) Maximum stamina: +16.00 Infravision radius: +0 (-3) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() wizard's gold ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-7 eff.)) Effects on melee hit: * 13% chance to reduce all saves and defense by 16 Damage (Melee): 14 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 16 Damage (Ranged): 5 physical Changes stats: +0(-4) Dex / +5 Mag / +3 Cun Changes resistances: +0%(-24%) cold Changes damage: +0%(-6%) lightning / +0%(-12%) cold Spell save: +10 (+3 eff.) Stamina each turn: +0.00 (-2.00) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Infravision radius: +0 (-3) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Staff of Destruction (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-14.5 - -27.8) Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (+2) Crit. chance: +0.0% (-6.5%) Attack speed: 100% (-) On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-22 (-5 eff.)) Changes stats: +0(-3) Con Changes resistances penetration: +0%(-9%) physical Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Disarm immunity: +0% (-25%) Spellpower: +10 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() This item will automatically be transmogrified when you leave the level. yew vilestaff of channeling (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-14.5 - -27.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (+2) Crit. chance: +3.5% (-3.0%) Attack speed: 100% (-) On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-22 (-5 eff.)) Changes stats: +0(-3) Con Changes resistances penetration: +0%(-9%) physical Changes damage: +20% blight Talent granted: +1 Command Staff Disarm immunity: +0% (-25%) Mana each turn: +0.17 Spellpower: +17 (+5 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() steel battleaxe of the mystic (21-32 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5(-13.5 - -20.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +5.0% (-1.5%) Attack speed: 100% (-) On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-22 (-5 eff.)) Changes stats: +2 Mag / +3 Wil / +0(-3) Con Changes resistances penetration: +0%(-9%) physical Disarm immunity: +0% (-25%) Spellpower: +9 (+3 eff.) Massive two-handed battleaxes. |
![]() Polamina the Shocksorrow (37-56 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5(+2.5 - +3.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +1.0% (-5.5%) Attack speed: 100% (-) On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 lightning / +8 fire When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-22 (-5 eff.)) Changes stats: +0(-3) Con / +4 Wil Changes resistances penetration: +0%(-9%) physical Changes damage: +3% mind Disarm immunity: +0% (-25%) Psi when hit: +0.08 Mindpower: +10 (+5 eff.) Massive two-handed mauls. |
![]() iron greatsword of massacre (22-36 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 22.5 - 36.0(-12.0 - -15.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-4.0%) Attack speed: 100% (-) On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-22 (-5 eff.)) Changes stats: +0(-3) Con Changes resistances penetration: +0%(-9%) physical Disarm immunity: +0% (-25%) Massive two-handed swords. |
![]() steel greatsword 'Tarradin' (26-41 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8(-9.0 - -10.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +3.0% (-3.5%) Attack speed: 100% (-) On weapon hit: + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Damage against: +13% Unnatural When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-22 (-5 eff.)) Defense: +10 (+3 eff.) Changes stats: +0(-3) Con Changes resistances: +12% blight Changes resistances penetration: +0%(-9%) physical Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Disarm immunity: +0% (-25%) Life regen: +4.00 Massive two-handed swords. |
![]() prismatic rough leather armour of fire resistance (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire / +11% light / +11% darkness A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +6 Defense: +13 (+4 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +8% acid / +10% cold / +6% mind Changes resistances penetration: +5% cold Changes damage: +15% cold Allows you to breathe in: water Mental save: +10 (+3 eff.) Stamina each turn: +0.70 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 98 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() cured leather armour of fire resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +16% fire A suit of armour made of leather. |
![]() Requires: - Heavy armour training - Strength 14 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. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +0(-4) Str / +0(-2) Dex / +0(-2) Wil Maximum encumbrance: +70 Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Knockback immunity: +40% Stamina each turn: +0.00 (-3.00) Equilibrium when hit: +0.00 (-0.24) Maximum life: +40.00 Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() linen cloak of battle (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) (-31 (-10 eff.)) Fatigue: -3% Changes stats: +0(-3) Cun / +0(-2) Dex Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) mind Physical save: +0 (+0 eff.) (-12 (-3 eff.)) Only die when reaching: +0.00 life (+40.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-31 (-10 eff.)) Changes stats: +0(-2) Dex / +1 Mag / +1 Wil / +0(-3) Cun Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) mind Physical save: +0 (+0 eff.) (-12 (-3 eff.)) Only die when reaching: +0.00 life (+40.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Thunderwreck (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-3.0%) Armour: +3 (-6) Fatigue: +0% (-2%) Changes stats: +0(-1) Str / +3(-) Dex / +0(-3) Mag / +0(-2) Cun / +1 Con Changes resistances: +0%(-6%) fire Changes damage: +12% lightning Reduces incoming crit damage: 0.00% (-5.00%) Life regen: +1.00 Stamina each turn: +3.00 Healing mod.: +10% A pair of boots made of leather. |
![]() pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-3.0%) Armour: +1 (-8) Fatigue: +0% (-2%) Changes stats: +0(-1) Str / +0(-3) Dex / +0(-3) Mag / +0(-2) Cun Changes resistances: +0%(-6%) fire Reduces incoming crit damage: 0.00% (-5.00%) A pair of boots made of leather. |
![]() pair of iron boots 'Xenne' (5 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-3.0%) Armour: +3 (-6) Defense: +5 (+2 eff.) Fatigue: -3% (-5%) Changes stats: +0(-1) Str / +0(-3) Dex / +0(-3) Mag / +1 Wil / +0(-2) Cun Changes resistances: +0%(-6%) fire / +1% physical Reduces incoming crit damage: 0.00% (-5.00%) Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Mana each turn: +0.08 Spellpower: +10 (+4 eff.) Damage Shield penetration: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() heroic rough leather gloves (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Armour penetration: +0 (-6) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +4 (+3) Changes stats: +0(-2) Str / +0(-2) Dex / +0(-3) Cun Changes resistances: +0%(-6%) blight Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-6 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Mental save: +6 (+2 eff.) Maximum life: +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() rough leather cap 'Belorin' (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 (+4) Fatigue: +1% (-2%) Changes stats: +3(-3) Str / +0(-1) Dex / +0(-1) Wil / +1 Cun / +0(-9) Con Changes resistances: +0%(-8%) fire / +0%(-7%) cold Changes damage: +12% mind Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +4.00 Infravision radius: +0 (-3) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. insulating hardened leather cap of dexterity (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +0(-6) Str / +4(+3) Dex / +0(-1) Wil / +0(-9) Con Changes resistances: +7%(-1%) fire / +5%(-2%) cold Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Infravision radius: +0 (-3) A cap made of leather. |
![]() iron helm 'Greenquake' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (+2%) Changes stats: +3(-3) Str / +0(-1) Dex / +0(-1) Wil / +0(-9) Con Changes resistances: +11% light / +0%(-8%) fire / +0%(-7%) cold / +3% nature / +11% darkness Changes damage: +3% nature / +6% arcane Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Infravision radius: +0 (-3) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-2) Dex / +0(-3) Cun / +0(-2) Con Mental save: +0 (+0 eff.) (-16 (-4 eff.)) Maximum hate: +0.00 (-2.00) Light radius: +3 (-3) See stealth: +0 (-7) See invisible: +0 (-8) 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. |
[vs. brass lantern 'Runiregorand' (Light source)] Guardian's BellGuardian's Bell Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-2) Dex / +0(-3) Cun / +0(-2) Con Mental save: +0 (+0 eff.) (-16 (-4 eff.)) Maximum hate: +0.00 (-2.00) Light radius: +5 (-1) See stealth: +0 (-7) See invisible: +0 (-8) 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. |
![]() iron pickaxe of endurance (dig speed 40 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3(-) Str / +0(-3) Dex / +0(-3) Mag / +0(+3) Wil / +0(-3) Con When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Fairyboye the Faerie Berserker level 22
23rd Haze 122nd year of Ascendancy at 09:12 see stats
By Fairyboye the Faerie Berserker level 8
3rd Dusk 122nd year of Ascendancy at 12:38 see stats
By Fairyboye the Faerie Berserker level 22
23rd Haze 122nd year of Ascendancy at 08:47 see stats
By Fairyboye the Faerie Berserker level 10
10th Dusk 122nd year of Ascendancy at 13:27 see stats
By Fairyboye the Faerie Berserker level 20
79th Dusk 122nd year of Ascendancy at 23:14 see stats
By Fairyboye the Faerie Berserker level 6
2nd Mirth 122nd year of Ascendancy at 21:05 see stats
By Fairyboye the Faerie Berserker level 22
23rd Haze 122nd year of Ascendancy at 09:12 see stats
By Fairyboye the Faerie Berserker level 20
18th Haze 122nd year of Ascendancy at 21:48 see stats
By Fairyboye the Faerie Berserker level 22
22nd Haze 122nd year of Ascendancy at 11:31 see stats
By Fairyboye the Faerie Berserker level 18
78th Dusk 122nd year of Ascendancy at 12:19 see stats
Log
Lore found: overall analysis
Lore found: research journal part 2
Lore found: how to be a necromancer, part 2
Lore found: demon statue: dúathedlen
Lore found: the egress (2)
Lore found: note from the Necromancer
Lore found: Deep Bellow excavation report 3
Lore found: research log of halfling mage Hompalan
Lore found: Rassir's journal part 2
Lore found: a torn page from John's journal
Lore found: gravestone
Lore found: the truth beyond the veil (3)
Lore found: gravestone
Lore found: Keepsake
Lore found: a fearsome sight
Lore found: memories of archmage Varil
Lore found: Forbidden Tome: "A View From The Gallery"
Lore found: personal journal of Nektosh the One-Horned
Lore found: ancient papyrus scroll
Lore found: Rules of the Ziguranth
Lore found: Records of Lorekeeper Hadak part five
Personal New Achievement: A different point of view (Nightmare (Adventure) difficulty)!
Lore found: hastily-written poster
Lore found: gravestone
Lore found: telepathic message (2)
Talent Juggernaut is ready to use.
Ran for 6 turns (stop reason: interesting terrain).