
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Aegis Reward 1.5.5An edit of Waladil's Conveyance Reward to give Aegis rather than Conveyance, as I feel Aegis is a better Spell counterpart to Wild-Gift/Fungus. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official Expansion!Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. QuickTome: Orb of Communication 1.3.1 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Prodigy Tweaks 1.5.5 Embers of Rage 1.5.0Official Expansion!Forbidden Cults 1.5.9Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Shadowblade |
| Level / Exp | 50 / 138% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 145 (base 60) |
| Constitution | 123 (base 40) |
| Magic | 139 (base 60) |
| Willpower | 145 (base 60) |
| Cunning | 152 (base 60) |
Resources
| Mana | 241/609 |
| Steam | 100/100 |
| Vim | 336/336 |
| Life | 2424/2424 |
| Positive | 75/177 |
| Stamina | 615/735 |
| Paradox | 300 |
| Healing Factor | 1.7184982935154 |
| Regeneration | 17.20856952114 |
Speed
| Mental | +19.55973466963% |
| Attack | 0% |
| Movement | +22.5% |
| Spell | +19.55973466963% |
| Global | +163.25361126719% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 96.143513188555 |
| See Invisible | 146.40090416808 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 364 |
| Accuracy | 96 |
| Crit Chance | 68% |
| APR | 23 |
| Speed | 0.84 |
Offense: Offhand
| Damage | 315 |
| Accuracy | 96 |
| Crit Chance | 68% |
| APR | 23 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 64% |
| Speed | 0.83640198998703 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +3% |
| Blight | +6% |
| Physical | +10% |
| Darkness | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +11% |
Defense: Base
| Armour (hardiness) | 49 (80.348432055749%) |
| Defense | 88 |
| Ranged Defense | 88 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 101 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +109%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 99% |
| Confusion Resistance | 100% |
| Poison Resistance | 49% |
| Blind Resistance | 26% |
| Silence Resistance | 20% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 78% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 9 turns. While Heroism is active, you will only die when reaching -956 life. 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 622 damage for 7 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 36% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Ambush | 2.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.50 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.90 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Corruption / Vile life | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Drem | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.70 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.80 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Keen Senses |
| talent | Chant of Resistance |
| talent | Elemental Discord |
| talent | Trained Reactions |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Contingency |
| talent | Blur Sight |
| beneficial effect | All stats increased by 65. Pain Enhancement System |
| beneficial effect | Parrying melee and ranged attacks: Has a 81% chance to deflect up to 57 damage from the next 3.3 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | You veil yourself in shadows and let them control you. While in the veil you become immune to status effects, and gain 50% all damage reduction. Each turn you blink to a nearby foe within range 8, hitting it for 246% darkness weapon damage. While this goes on you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil |
| beneficial effect | Increases maximum life and stamina by 30%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 |
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 |
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 anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 137. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Galequench Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% cold / +6% light / +3% temporal Changes damage: +3% lightning / +20% darkness Spell save: +30 (+5 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +26% Confusion immunity: +21% Maximum life: +58.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +6% Light radius: +3 Infravision radius: +8 See stealth: +7 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 3.2 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Silence immunity: +20% A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Manodutar (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 38 mind / 21 darkness Damage when hit (Melee): 4 arcane Grants telepathy: Humanoid/Orc Mental save: +2 (+0 eff.) Life regen: +2.60 Stamina each turn: +1.30 Mana each turn: +0.04 Hate when firing a critical mind attack: +1.00 Maximum life: +61.00 Maximum stamina: +30.00 Maximum vim: +30.00 Mindpower: +5 (+1 eff.) Damage Shield penetration: +10% When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Belyba the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes damage: +6% blight Critical mult.: +15.00% Disarm immunity: +29% Pinning immunity: +32% Knockback immunity: +32% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +32.00 Maximum vim: +40.00 Spell crit. chance: +4% Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | LorusinPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -9% Changes stats: +2 Str / +5 Dex / +4 Mag / +4 Cun / +4 Con Changes resistances: +12% mind Confusion immunity: +24% Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Glarehunger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 22% chance to corrode armour by 30% * 25% chance to put talents on cooldown * splashes acid on your target dealing 60 damage and reducing their armor Damage (Melee): +36 insidious poison / +8 mind Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances penetration: +11% acid / +10% arcane Life regen: +2.00 Heals friendly targets nearby when you use a nature summon: +50 Sharp, short and deadly. |
| Around waist | hardened leather belt 'Arybeth'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +4 Changes stats: +3 Dex Changes resistances: +6% mind Reduced damage from: +19% Summoned Spell save: +7 (+1 eff.) Life regen: +0.80 Healing mod.: +14% Size category: +1 A belt that goes around your waist. |
| In off hand | quick voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * splashes acid on your target dealing 39 damage and reducing their armor When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +3 Dex Sharp, short and deadly. |
| Cloak | Earirain the Mireworm (3 def, 12 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +48 (+8 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: -16% Damage when hit (Melee): 12 nature / 8 darkness Changes resistances: +3% blight / +31% cold / +30% lightning / +9% temporal Changes damage: +3% nature Stun/Freeze immunity: +50% Maximum life: +198.00 Maximum stamina: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Anodor' (20 def, 18 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 13 light Changes stats: +8 Str / +8 Dex / +8 Mag / +14 Wil / +14 Cun / +8 Con Changes resistances: +39% blight / +30% darkness / +28% lightning Changes resistances penetration: +5% arcane Mental save: +25 (+5 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +1% Light radius: +2 A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 208% / cooldown 86%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 86%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.medical injector implant of the wizard (efficiency 224% / cooldown 75%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 75%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 236% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (772% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% 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 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the sneak (heal 805 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 805 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 sneak (heal 862 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 862 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. |
Rune of the Rift (730.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (84% of a turn) Is: a spell Description: Inflicts 730.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level.heat beam rune (156 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 156.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 9 for 9 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: 21 Travel Speed: instantaneous Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 12; power 19; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 366 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 366 damage for 7 turns. 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. |
This item will automatically be transmogrified when you leave the level.schematic: Flare Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Fungal Web Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Healing Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.2 schematic: Unstoppable Force Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease * 17% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 19% chance to blind Damage (Ranged): 32 light Damage when hit (Melee): 4 fire Changes resistances: +26% darkness / +3% blight Changes resistances penetration: +25% blight Changes damage: +13% darkness / +3% blight Blindness immunity: +31% Infravision radius: +5 See stealth: +13 See invisible: +14 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, costing 1 power out of 1/1. "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? |
gold ring 'Coalviper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% darkness Physical save: +13 (+4 eff.) Spell save: +43 (+7 eff.) Mental save: +14 (+3 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +30% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel mace of amnesia (29-40.6 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +19 insidious poison When wielded/worn: Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +63.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Baluduvon the silk robe (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +2 Dex / +2 Con Changes resistances: +22% lightning / +21% nature / +10% mind Changes damage: +15% lightning / +14% nature / +10% mind Infravision radius: +2 See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of acid resistance (4 def, 25 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +23% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel plate armour of implacability (5 def, 17 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +17% Changes stats: +6 Cun / +5 Wil Physical save: +8 (+2 eff.) Mental save: +15 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.gloomy dwarven-steel shield of cold resistance (+22%) (8 def, 2 armour, 89.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to cause random gloom Effects when hit in melee: * 19% chance to cause random gloom Changes resistances: +22% cold Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.living dwarven-steel shield (8 def, 2 armour, 78.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature Changes resistances: +13% nature / +14% blight Talent granted: +3 Block Maximum life: +62.00 Handheld deflection devices. |
12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1404 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Neponomics the Drem Shadowblade level 47
30th Profit 122nd year of Ascendancy at 11:18 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Neponomics the Drem Shadowblade level 46
30th Profit 122nd year of Ascendancy at 10:15 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Neponomics the Drem Shadowblade level 50
35th Profit 122nd year of Ascendancy at 20:33 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Neponomics the Drem Shadowblade level 37
18th Profit 122nd year of Ascendancy at 21:17 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Neponomics the Drem Shadowblade level 30
11st Profit 122nd year of Ascendancy at 12:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Neponomics the Drem Shadowblade level 24
4th Profit 122nd year of Ascendancy at 11:23 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Neponomics the Drem Shadowblade level 37
25th Profit 122nd year of Ascendancy at 02:35 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Neponomics the Drem Shadowblade level 34
16th Profit 122nd year of Ascendancy at 18:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Neponomics the Drem Shadowblade level 10
22nd Voratun 122nd year of Ascendancy at 19:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Neponomics the Drem Shadowblade level 20
3rd Acquisition 122nd year of Ascendancy at 19:09 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Neponomics the Drem Shadowblade level 30
11st Profit 122nd year of Ascendancy at 11:40 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Neponomics the Drem Shadowblade level 40
26th Profit 122nd year of Ascendancy at 23:12 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Neponomics the Drem Shadowblade level 50
35th Profit 122nd year of Ascendancy at 07:25 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Neponomics the Drem Shadowblade level 43
29th Profit 122nd year of Ascendancy at 03:17 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Neponomics the Drem Shadowblade level 18
1st Acquisition 122nd year of Ascendancy at 12:37 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Neponomics the Drem Shadowblade level 20
1st Profit 122nd year of Ascendancy at 06:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Neponomics the Drem Shadowblade level 14
25th Voratun 122nd year of Ascendancy at 07:42 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Neponomics the Drem Shadowblade level 50
35th Profit 122nd year of Ascendancy at 21:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Neponomics the Drem Shadowblade level 11
23rd Voratun 122nd year of Ascendancy at 01:55 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Neponomics the Drem Shadowblade level 30
11st Profit 122nd year of Ascendancy at 23:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Neponomics the Drem Shadowblade level 37
24th Profit 122nd year of Ascendancy at 12:44 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Neponomics the Drem Shadowblade level 18
2nd Acquisition 122nd year of Ascendancy at 08:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Neponomics the Drem Shadowblade level 25
5th Profit 122nd year of Ascendancy at 18:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Neponomics the Drem Shadowblade level 17
31st Voratun 122nd year of Ascendancy at 09:04 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Neponomics the Drem Shadowblade level 45
30th Profit 122nd year of Ascendancy at 00:24 see stats
Log
Neponomics leeches life from Krogar!
Neponomics hits Neponomics for 114 healing, 114 healing (0 total damage) [228 healing].
Neponomics hits Krogar for 405 darkness, 9 darkness, 9 mind, 32 darkness, 22 acid, 1084 darkness, 2 nature, 2 mind, 9 darkness, 9 mind, 32 darkness, 3 light, 82 acid, 862 darkness (2562 total damage).
Krogar hits Neponomics for 209 healing, 12 healing, 559 healing (0 total damage) [779 healing].
Saving done.
Neponomics killed Krogar!
Neponomics picks up (l.): schematic: Fungal Web.
Neponomics picks up (k.): shielding rune (absorb 366 for 7 turns).
Neponomics picks up (w.): Baluduvon the silk robe (3 def, 0 armour).
Neponomics picks up (y.): impenetrable stralite mail armour of acid resistance (4 def, 25 armour).
Neponomics picks up (w.): shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element).
Neponomics picks up (o.): schematic: Kinetic Stabiliser.
Fillarel Aldaren is not stunned anymore.
Fillarel Aldaren is back to normal.
Neponomics deactivates Chant of Resistance.
Neponomics no longer feels strong.
Neponomics deactivates Elemental Discord.
Neponomics deactivates Premonition.
Neponomics deactivates Keen Senses.
Neponomics deactivates Shadow Feed.
Neponomics deactivates Contingency.
Neponomics deactivates Blur Sight.
Neponomics deactivates Phantasmal Shield.
Neponomics deactivates Shadow Combat.
Neponomics deactivates Trained Reactions.
Neponomics deactivates Essence of Speed.




































































































































































