Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Gnome 1.2.3Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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. 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:
Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.2.0Donators/Buyers bonus! Forgeknight 1.2.4The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Experienced |
| Class | Forge Knight |
| Level / Exp | 49 / 52% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 67 (base 60) |
| Dexterity | 62 (base 60) |
| Constitution | 66 (base 60) |
| Magic | 32 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 51 (base 23) |
Resources
| Mana | 324/348 |
| Psi_feedback | 0/10 |
| Life | 1430/1430 |
| Paradox | 0 |
| Hate | 100/116 |
| Psi | 110/110 |
| Vim | 292/292 |
| Equilibrium | 10 |
| Positive | 0/174 |
| Stamina | 338/338 |
| Negative | 0/194 |
| Healing Factor | 1.45 |
| Regeneration | 33.733779252946 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +43% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 73 |
| Crit Chance | 23% |
| APR | 40 |
| Speed | 0.92 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 73 |
| Crit Chance | 28% |
| APR | 43 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 28.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54.966666666667 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 51.65 (91.818181818182%) |
| Defense | 40.680307319513 |
| Ranged Defense | 40.680307319513 |
| Fatigue | 22 |
| Physical Save | 53.516666666667 |
| Spell Save | 24.1 |
| Mental Save | 39.425 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Knockback Resistance | 27% |
| Disarm Resistance | 5% |
| Bleed Resistance | 27% |
| Confusion Resistance | 62% |
| Fear Resistance | 27% |
| Stun Resistance | 20% |
| Pinning Resistance | 27% |
| Blind Resistance | 61% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -516 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1077% over 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Armor forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forger's endurance | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Power Catalyst: Mind |
| talent | Phantasmal Shield |
| talent | Shock Hands |
| talent | Beyond the Flesh |
| talent | Chant of Fortress |
| talent | Blur Sight |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. (2) delivered. * (3) Deliver an important message to a halfling merchant or a shaloren apothecary. (Locations: Ruined Halfling Complex, Dreadfell). (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You failed to protect the lone alchemist from death by tormentor. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. | 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 |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged Golden Three-Edged Sword 'The Truth' (77.4-123.84 power, 17 apr) reforged Golden Three-Edged Sword 'The Truth' (77.4-123.84 power, 17 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 Base power: 77.4 - 123.8 Uses stat: 147% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +17 Physical crit. chance: +13.0% Attack speed: 109% Damage (Melee): +28 cold / +28 physical / +49 light / +49 darkness When wielded/worn: Changes damage: +15% acid / +15% fire Talent granted: +3 Blindside Massive two-handed swords. |
| On hands | Bifast (0 def, 1 armour) Bifast (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% nature / +3% darkness Blindness immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +5% Life regen: +1.50 Stamina each turn: +0.80 Maximum stamina: +14.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +6 Maximum life: +44.00 Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | masterforged dwarven-steel helm (3 def, 13.5 armour) masterforged dwarven-steel helm (3 def, 13.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +4% Changes resistances: +12% mind / +24% fire / +13% light / +11% cold Changes resistances penetration: +5% mind Talent mastery: +0.10 Technique / Battle tactics Talent granted: +1 Phase Door Mental save: +14 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum stamina: +55.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Polimira the pair of dwarven-steel boots (0 def, 8 armour) Polimira the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes resistances: +6% acid / +9% fire / +9% lightning Physical save: +10 Spell save: +3 Disarm immunity: +5% Spellpower: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 34 damage per turn. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +23 Defense: +23 Effects on melee hit: * 18% chance to cause random insanity Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random insanity Damage (Ranged): 14 bleed Changes stats: +1 Cun Changes resistances: +12% darkness / +9% fire Changes resistances penetration: +10% fire Changes damage: +9% darkness Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Movement speed: +43% Can be unequipped or rerolled. Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, placing all other charms into a 1 cooldown. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | starlit copper amulet of murder starlit copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +11% light / +11% darkness Critical mult.: +11.00% Blindness immunity: +24% Amulets can have magical properties. |
| In main hand | reforged Chyrach the voratun mace (68.5-95.9 power, 14 apr) reforged Chyrach the voratun mace (68.5-95.9 power, 14 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 68.5 - 95.9 Uses stat: 118% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +14 Physical crit. chance: +7.0% Attack speed: 109% When this weapon hits: Poison Breath (10% chance level 2). On weapon hit: * 23% chance to cause random insanity Damage (Melee): +20 lightning / +19 light / +20 darkness / +20 blight / +14 mind / +14 cold When wielded/worn: Damage when hit (Melee): 4 blight / 4 arcane Changes stats: +2 Mag / +3 Wil / +5 Cun Changes resistances penetration: +10% arcane Changes damage: +11% mind / +11% cold Talent granted: +1 Flameshock Critical mult.: +5.00% Mana each turn: +0.04 Blunt and deadly. |
| Around 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. |
| In off hand | reforged Emelibreda (50.5-65.65 power, 17 apr) reforged Emelibreda (50.5-65.65 power, 17 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 50.5 - 65.7 Uses stats: 53% Dex, 53% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +17 Physical crit. chance: +12.0% Attack speed: 109% When this weapon hits: Bleeding Edge (10% chance level 1). On weapon hit: * 20% chance to cause random insanity Damage (Melee): +14 cold / +24 mind / +14 light When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% acid / +8% physical / +9% cold / +9% lightning / +9% fire Changes damage: +8% temporal / +16% physical Talent granted: +1 Pulverizing Auger Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +15% Sharp, short and deadly. |
| Cloak | Yvydamina the Heatransom (2 def, 0 armour) Yvydamina the Heatransom (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 Armour penetration: +7 Defense: +2 Changes resistances: +3% fire Critical mult.: +20.00% Stealth bonus: +10 Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | masterforged steel mail armour (4.5 def, 15.5 armour) masterforged steel mail armour (4.5 def, 15.5 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +2 Armour: +16 Defense: +4 Fatigue: +22% Changes stats: +2 Dex / +6 Con Changes resistances: +8% darkness / +7% fire / +19% nature / -13% light Talents granted: +1 Power Catalyst: Mind +3 Nature's Touch Critical mult.: +3.00% Physical save: +38 Spell save: +7 Mental save: +7 Cut immunity: +27% Pinning immunity: +27% Knockback immunity: +27% Life regen: +4.20 Maximum life: +156.00 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the wizard (heal 116)healing infusion of the wizard (heal 116) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 329 over 5 turns) regeneration infusion of the sneak (heal 329 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 383 over 5 turns) regeneration infusion of the titan (heal 383 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 426 over 5 turns) regeneration infusion of the warrior (heal 426 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 426 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 ability. |
heroism infusion of the warrior (+15 for 10 turns, die at -537) heroism infusion of the warrior (+15 for 10 turns, die at -537)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -537 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
movement infusion of the psychic (576% speed; 7 turns) movement infusion of the psychic (576% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
shielding rune of the psychic (absorb 333 for 4 turns) shielding rune of the psychic (absorb 333 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 333 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 412 for 5 turns) shielding rune of the titan (absorb 412 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 412 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
clarifying gold amulet of cunning (+4) clarifying gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
protective stralite amulet of mastery (0.34 Technique / Superiority) protective stralite amulet of mastery (0.34 Technique / Superiority)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 Changes resistances cap: +4% all Talent mastery: +0.34 Technique / Superiority Physical save: +11 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. restful stralite amulet of the eclipserestful stralite amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 12 light / 7 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 9% chance to blind Changes damage: +11% light / +9% darkness Life regen: +2.20 Amulets can have magical properties. |
psionicist's steel ring of lightning (+22%) psionicist's steel ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +4 Rings can have magical properties. |
titan's steel ring of perseverance titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
reforged Bethoyavea the dwarven-steel battleaxe (64.5-96.75 power, 10 apr) reforged Bethoyavea the dwarven-steel battleaxe (64.5-96.75 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 134% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +10.5% Attack speed: 109% Damage (Melee): +13 physical / +26 cold When wielded/worn: Physical power: +9 Damage when hit (Melee): 4 mind Changes stats: +3 Con Changes resistances penetration: +12% physical Changes damage: +8% blight / +8% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Acidic Spray Disarm immunity: +27% Psi when hit: +0.08 Massive two-handed battleaxes. |
masterforged voratun dagger (54.3-70.59 power, 23 apr) masterforged voratun dagger (54.3-70.59 power, 23 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 54.3 - 70.6 Uses stats: 54% Str, 54% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +35 Armour Penetration: +23 Physical crit. chance: +17.0% Attack speed: 116% When this weapon hits: Distortion Wave (15% chance level 2). Damage (Melee): +20 blight / +11 mind / +20 nature / +20 light When wielded/worn: Changes damage: +10% light / +10% mind Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Oludrahek the Windshear (47-75.2 power, 3 apr)Oludrahek the Windshear (47-75.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +19 Changes stats: +7 Dex / +1 Con Changes resistances penetration: +15% nature Massive two-handed swords. |
masterforged voratun greatsword (102.4-163.84 power, 18 apr) masterforged voratun greatsword (102.4-163.84 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.4 - 163.8 Uses stat: 138% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 116% When this weapon hits: Greater Weapon Focus (10% chance level 3). Damage (Melee): +29 blight / +29 nature / +29 darkness When wielded/worn: Changes damage: +17% blight / +17% cold Talent granted: +3 Pulverizing Auger Massive two-handed swords. |
masterforged voratun longsword (61-85.4 power, 20 apr) masterforged voratun longsword (61-85.4 power, 20 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 61.0 - 85.4 Uses stat: 118% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +20 Physical crit. chance: +12.0% Attack speed: 116% Damage (Melee): +25 temporal / +25 nature / +25 arcane Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +13% darkness / +13% cold Talent granted: +1 Slime Spit Global speed: +1% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Emelaldalle the Muckumbra (12-13.2 power, 32 apr, mind damage)Emelaldalle the Muckumbra (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% blight Changes resistances penetration: +20% nature Changes damage: +6% blight Physical save: +9 Spell save: +8 Mental save: +6 Equilibrium when hit: +2.10 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Islutira the Eclipseusher (12.5-13.75 power, 32 apr, nature damage)Islutira the Eclipseusher (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armor Damage (Melee): +4 darkness When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +9% blight / +9% darkness Changes damage: +6% acid / +6% nature / +3% darkness Disease immunity: +22% Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Falakor' (12.5-13.75 power, 32 apr, nature damage)pulsing mindstar 'Falakor' (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 mind / 9 darkness Changes stats: +3 Cun Changes resistances penetration: +5% mind Changes damage: +9% mind / +6% darkness Equilibrium when hit: +0.08 Mindpower: +4 Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of persecution (21/21, 41-57.4 power, 14 apr)quiver of elven-wood arrows of persecution (21/21, 41-57.4 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.0 - 57.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * disrupts spell-casting Damage against: +12% Unnatural Arrows are used with bows to pierce your foes to death. |
skylord's hardened leather belt of resilience skylord's hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Wil / +4 Cun Physical save: +12 Spell save: +12 Mental save: +12 Maximum life: +39.00 A belt that goes around your waist. |
Gloryra the linen cloak (1 def, 0 armour) Gloryra the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of tirelessness (0 def, 6 armour) miner's pair of rough leather boots of tirelessness (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +2 A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 192.94 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
forged iron helm (3 def, 10.5 armour) forged iron helm (3 def, 10.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 Fatigue: +5% Changes stats: +1 Str / +2 Con Changes resistances: +13% cold Talent mastery: +0.10 Technique / Dual techniques Talent granted: +1 Illuminate Critical mult.: +10.00% Mental save: +9 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.05 Maximum stamina: +37.00 Maximum psi: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged iron helm (3 def, 11.5 armour) masterforged iron helm (3 def, 11.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +12 Defense: +3 Ranged Defense: +2 Fatigue: +5% Changes stats: +3 Con Changes resistances: +13% lightning Talent mastery: +0.10 Wild-gift / Harmony Physical save: +12 Mental save: +12 Blindness immunity: +27% Cut immunity: +5% Confusion immunity: +27% Stun/Freeze immunity: +10% Fear immunity: +27% Teleport immunity: +5% Stamina each turn: +1.40 Maximum stamina: +48.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged dwarven-steel helm (3 def, 13.5 armour) masterforged dwarven-steel helm (3 def, 13.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +4% Changes resistances: +11% acid / +8% fire / +13% arcane / +9% cold / +13% nature / +8% lightning Talent mastery: +0.10 Technique / Two-handed assault Talent granted: +3 Swallow Mental save: +15 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +57.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged miner's dwarven-steel helm of dexterity (+4) (3 def, 18.5 armour) masterforged miner's dwarven-steel helm of dexterity (+4) (3 def, 18.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +18 Defense: +3 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +13% lightning / +13% darkness Talent mastery: +0.10 Technique / Mobility Talent granted: +2 Phase Door Mental save: +12 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.40 Maximum stamina: +46.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Iron Mail of Bloodletting (4.5 def, 16.5 armour) reforged Iron Mail of Bloodletting (4.5 def, 16.5 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10% fire / +13% lightning Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Battle Call (-1 turn) Talents granted: +1 Power Catalyst: Magic +2 Frozen Ground Physical save: +13 Cut immunity: +27% Pinning immunity: +27% Knockback immunity: +27% Life regen: +4.70 Maximum life: +158.00 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. A suit of armour made of mail. |
masterforged stralite mail armour (6 def, 20 armour) masterforged stralite mail armour (6 def, 20 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +6 Fatigue: +16% Changes stats: +4 Str / +5 Con Changes resistances: +21% cold / +13% nature / +13% darkness Talent cooldown: Juggernaut (-3 turns) Talents granted: +1 Power Catalyst: Magic +1 Frozen Ground Physical save: +15 Cut immunity: +27% Pinning immunity: +27% Knockback immunity: +27% Life regen: +5.25 Maximum life: +254.00 A suit of armour made of mail. |
Corpserigor (12 def, 16 armour) Corpserigor (12 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +12 Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun Changes resistances: +18% lightning / +8% physical / +14% light / +12% darkness Changes damage: +6% nature Physical save: +20 Mental save: +14 A suit of armour made of mail. |
masterforged cleansing stralite plate armour of cold resistance (8.5 def, 28 armour) masterforged cleansing stralite plate armour of cold resistance (8.5 def, 28 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +28 Defense: +8 Fatigue: +26% Changes resistances: +15% blight / +19% cold / +29% nature / +13% light Talent cooldown: Evasion (-2 turns) Talents granted: +1 Power Catalyst: Mind +1 Nature's Touch Physical save: +15 Cut immunity: +27% Pinning immunity: +27% Knockback immunity: +27% Life regen: +5.25 Maximum life: +184.00 A suit of armour made of metal plates. |
masterforged stralite plate armour (8.5 def, 28 armour) masterforged stralite plate armour (8.5 def, 28 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +28 Defense: +8 Fatigue: +26% Changes resistances: +9% acid / +13% physical / +13% nature Changes damage: +9% fire Talent cooldown: Repulsion (-1 turn) Reduces incoming crit damage: 10.00% Physical save: +15 Spell save: +25 Cut immunity: +27% Disarm immunity: +10% Pinning immunity: +27% Knockback immunity: +27% Life regen: +10.85 Stamina each turn: +1.80 Maximum life: +180.00 A suit of armour made of metal plates. |
masterforged voratun plate armour (10 def, 48 armour) masterforged voratun plate armour (10 def, 48 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +48 Defense: +10 Fatigue: +26% Changes resistances: +13% blight / +28% cold / +13% darkness / +13% fire Physical save: +12 Cut immunity: +27% Pinning immunity: +27% Knockback immunity: +27% Life regen: +4.20 Maximum life: +144.00 A suit of armour made of metal plates. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +4 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Treasure Map: Cursed Tomb Treasure Map: Cursed Tomb0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a cursed tomb full of treasures, whose entrance seems to be located at the Last Hope Graveyard. (*USE* it while being inside the Last Hope Graveyard. Warning: This location is very, very deadly. Enemies are level 30 and higher.) |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Maj'Eyal in a Nutshell Maj'Eyal in a Nutshell0.00 Encumbrance. [Plot Item] Type: misc / misc It can be used to read the book. A book explaining the wonderful world of Maj'Eyal. You should read (*use*) it. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Brightwither the iron pickaxe (dig speed 37 turns) Brightwither the iron pickaxe (dig speed 37 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes resistances: +9% nature / +3% fire Changes resistances penetration: +5% fire Changes damage: +18% fire Maximum mana: +27.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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, 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. |
yew totem of thorny skin 'Demonravage' [power 67] (30 cooldown) yew totem of thorny skin 'Demonravage' [power 67] (30 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% darkness Changes resistances penetration: +5% darkness Talent granted: +2 Lay Web Light radius: +1 It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 50%, placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Gloramira the Stokeparry [power 57] (20 cooldown) Gloramira the Stokeparry [power 57] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +9% blight Maximum wards: +3 acid / +3 nature / +4 light Changes damage: +6% blight / +18% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws +1 Ward It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure ailments 'Gloruba' [power 4] (10 cooldown) dragonbone totem of cure ailments 'Gloruba' [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 acid Changes resistances: +3% acid Changes resistances penetration: +15% arcane Talent granted: +3 Rushing Claws Mana each turn: +0.08 Maximum mana: +60.00 Maximum vim: +10.00 It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
Mayolrada the elm wand of conjuration [power 109] (13 cooldown) Mayolrada the elm wand of conjuration [power 109] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +2 Con Critical mult.: +6.00% It can be used to fire a bolt of a random element (dam 54-109), placing all other charms into a 13 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Notreal the Experienced Forge Knight level 10
77th Pyre 122nd year of Ascendancy at 04:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Notreal the Experienced Forge Knight level 20
79th Pyre 122nd year of Ascendancy at 17:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Notreal the Experienced Forge Knight level 30
3rd Summertide 122nd year of Ascendancy at 22:09 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Notreal the Experienced Forge Knight level 40
46th Dusk 122nd year of Ascendancy at 18:46 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Notreal the Experienced Forge Knight level 38
21st Dusk 122nd year of Ascendancy at 20:32 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Notreal the Experienced Forge Knight level 44
74th Dusk 122nd year of Ascendancy at 05:58 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Notreal the Experienced Forge Knight level 31
10th Flare 122nd year of Ascendancy at 07:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Notreal the Experienced Forge Knight level 11
77th Pyre 122nd year of Ascendancy at 05:12 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Notreal the Experienced Forge Knight level 37
3rd Dusk 122nd year of Ascendancy at 23:01 see stats
Log
You collect a new ingredient: orc heart.
Notreal hits Orc berserker for 126 physical, 14 lightning, 10 light, 14 darkness, 13 blight, 8 cold, 10 mind (197 total damage).
Notreal killed Orc berserker!
Talent Flurry is ready to use.
Notreal receives 28 healing from Temporal Restoration Field.
You pickup 0.60 gold pieces.
You pickup 0.45 gold pieces.
Notreal receives 28 healing from Temporal Restoration Field.
You pickup 0.70 gold pieces.
The fabric of time around Notreal returns to normal.
You pickup 2.30 gold pieces.
You pickup 2.00 gold pieces.
You pickup 0.75 gold pieces.
You pickup 2.95 gold pieces.
Notreal picks up (a.): healing infusion of the wizard (heal 116).
You pickup 0.85 gold pieces.
You pickup 0.75 gold pieces.
Talent Sweep is ready to use.
Ran for 2 turns (stop reason: at object).
There is nowhere left to explore.
Talent Infernal Impact is ready to use.
Talent Windblade is ready to use.
Talent Infusion: Wild is ready to use.
Talent Dissolve is ready to use.
Talent Time Shield is ready to use.
