Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 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. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines 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: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Steamtech UI 1.1.4 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Conveyance Reward 1.2.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Marson's Bosses Gone AWOL 1.2.5The 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
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | MegaTurtle |
| Class | Adventurer |
| Level / Exp | 27 / 50% |
| Size | huge |
| Lifes / Deaths | Killed by war hound at level 2 on the 75th Pyre 122nd year of Ascendancy at 19:38 4 / 2Killed by Yvalle the stone troll at level 27 on the 23rd Dusk 122nd year of Ascendancy at 19:49 |
Primary Stats
| Strength | 50 (base 39) |
| Dexterity | 17 (base 12) |
| Constitution | 99 (base 39) |
| Magic | 9 (base 12) |
| Willpower | 66 (base 39) |
| Cunning | 15 (base 12) |
Resources
| Life | 1616/1616 |
| Equilibrium | 18 |
| Healing Factor | 1 |
| Regeneration | 30.5 |
Speed
| Mental | 0% |
| Attack | -25% |
| Movement | -60% |
| Spell | -25% |
| Global | +30% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 1 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 42 |
| Crit Chance | 4% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 42 |
| Crit Chance | 4% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 1% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 43.133333333333 |
| Crit Chance | 9% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (55%) |
| Defense | 14.45 |
| Ranged Defense | 20.225 |
| Fatigue | 11 |
| Physical Save | 43.425 |
| Spell Save | 55.791666666667 |
| Mental Save | 36.7375 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 27% for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Eyals-embrace | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Hunter | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Mega Spiked Shell |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 38% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You failed to protect the injured seer from death by wolf. Escort: injured seer (level 3 of Infinite Dungeon) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Infinite Dungeon. Escort: lone alchemist (level 7 of Infinite Dungeon)As a reward you improved Dexterity by +1. | done |
You successfully escorted the repented thief to the recall portal on level 9 of Infinite Dungeon. Escort: repented thief (level 9 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Yvulrawen the teluvorta. Escort: temporal explorer (level 4 of Infinite Dungeon) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Yarorach (4 def, 1 armour) (Corpses) Yarorach (4 def, 1 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 Ranged Defense: +4 Fatigue: +1% Changes resistances penetration: +10% mind Spell save: +16 Silence immunity: +23% Disarm immunity: +10% Confusion immunity: +24% Stun/Freeze immunity: +20% Equilibrium when hit: +0.04 Maximum hate: +4.00 Movement speed: +20% Curse of Corpses A pair of boots made of leather. Press to compare |
| Light source | Emilrarin EmilrarinPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 8 acid / 10 fire Changes resistances: +6% fire Changes resistances penetration: +15% acid Changes damage: +6% acid Mindpower: +4 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
| On head | Hathumahad (0 def, 3 armour) (Misfortune) Hathumahad (0 def, 3 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Str / +1 Dex / +9 Wil / +1 Con Changes resistances: +8% acid / +15% light / +16% darkness / +8% blight / +8% fire / +8% cold / +9% lightning Reduces incoming crit damage: 10.00% Mental save: +8 Curse of Misfortune A cap made of leather. Press to compare |
| On hands | rough leather gloves of strength (+2) (0 def, 1 armour) (Madness) rough leather gloves of strength (+2) (0 def, 1 armour) (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| Tool | iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | wizard's copper ring (Shrouds) wizard's copper ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Curse of Shrouds Rings can have magical properties. Press to compare |
| On fingers | warrior's steel ring of blinding strikes (Corpses) warrior's steel ring of blinding strikes (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 16% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +2 Str Curse of Corpses Rings can have magical properties. Press to compare |
| Around neck | savior's steel amulet of willpower (+3) savior's steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Physical save: +10 Spell save: +10 Mental save: +12 Amulets can have magical properties. Press to compare |
| In main hand | harmonious pulsing mindstar of balance (13.5-14.85 power, 37 apr, nature damage) (Nightmares) harmonious pulsing mindstar of balance (13.5-14.85 power, 37 apr, nature damage) (Nightmares)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.5 - 14.9 Uses stats: 63% Wil, 35% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +37 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% nature Changes resistances penetration: +5% nature Changes damage: +4% nature Talent mastery: +0.10 Wild-gift / Harmony Physical save: +9 Spell save: +7 Mental save: +3 Equilibrium when hit: +1.40 Mindpower: +5 Mental crit. chance: +4% Curse of Nightmares 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. Press to compare |
| Around waist | Radiancevengeance the rough leather belt (Corpses) Radiancevengeance the rough leather belt (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +7% light / +6% darkness Changes damage: +9% light / +9% mind Reduced damage from: +16% Summoned Mental save: +3 Mindpower: +2 Light radius: +3 Curse of Corpses A belt that goes around your waist. Press to compare |
| In off hand | pulsing mindstar of slime (12.5-13.75 power, 37 apr, mind damage) (Nightmares) pulsing mindstar of slime (12.5-13.75 power, 37 apr, mind damage) (Nightmares)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 63% Wil, 35% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +37 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes damage: +3% nature Mindpower: +5 Mental crit. chance: +4% Curse of Nightmares 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. Press to compare |
| Cloak | Wrap of Stone (0 def, 10 armour) (Corpses) Wrap of Stone (0 def, 10 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 Curse of Corpses It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 37.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
| Main armor | Rogue Plight (6 def, 7 armour) (Shrouds) Rogue Plight (6 def, 7 armour) (Shrouds)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Shrouds No rogue blades shall incapacitate the wearer of this armour. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. reconstruction rune (heal 79; cure a cut or wound)reconstruction rune (heal 79; cure a cut or wound) 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 79 life, and cure one cut or wound effect. 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. teleportation rune (range 63)teleportation rune (range 63) 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. 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. |
Cobranoon the copper amulet Cobranoon the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +3 Con Changes resistances: +3% nature Changes resistances penetration: +15% nature / +5% darkness Changes damage: +6% darkness Talent masteries: +0.15 Spell / Martial enchantments +0.15 Spell / Arcane enchantments Amulets can have magical properties. Press to compare |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. insidious stralite battleaxe of purging (42.5-63.75 power, 3 apr) (Shrouds)insidious stralite battleaxe of purging (42.5-63.75 power, 3 apr) (Shrouds) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature / +28 insidious poison Curse of Shrouds Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatsword of nature (49-78.4 power, 3 apr) (Misfortune)warbringer's stralite greatsword of nature (49-78.4 power, 3 apr) (Misfortune) Requires: - Strength 35 Infused by nature 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: 49.0 - 78.4 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: 100% When wielded/worn: Physical power: +13 Changes stats: +5 Con Changes resistances: +7% all Changes resistances penetration: +13% nature / +13% physical Disarm immunity: +23% Curse of Misfortune Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental steel waraxe (16-22.4 power, 3 apr) (Shrouds)elemental steel waraxe (16-22.4 power, 3 apr) (Shrouds) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +10% fire / +9% lightning / +9% cold Curse of Shrouds One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of evisceration (17-22.1 power, 7 apr) (Shrouds)dwarven-steel dagger of evisceration (17-22.1 power, 7 apr) (Shrouds) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 Curse of Shrouds Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic stralite dagger of crippling (31.5-40.95 power, 9 apr) (Corpses)acidic stralite dagger of crippling (31.5-40.95 power, 9 apr) (Corpses) 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: 31.5 - 41.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +11 acid When wielded/worn: Physical crit. chance: +8.0% Curse of Corpses Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite dagger of erosion (25.5-33.15 power, 9 apr) (Corpses)blazebringer's stralite dagger of erosion (25.5-33.15 power, 9 apr) (Corpses) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +2% Curse of Corpses Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. chilling stralite dagger of projection (27-35.1 power, 9 apr) (Misfortune)chilling stralite dagger of projection (27-35.1 power, 9 apr) (Misfortune) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 mind / +4 cold Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. Press to compare |
gifted mossy mindstar of slime (2-2.2 power, 12 apr, mind damage) (Misfortune) gifted mossy mindstar of slime (2-2.2 power, 12 apr, mind damage) (Misfortune)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes damage: +2% nature Mindpower: +4 Mental crit. chance: +1% Curse of Misfortune 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. Press to compare |
nature's mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) (Corpses) nature's mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) (Corpses)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Physical save: +2 Spell save: +2 Mental save: +2 Disease immunity: +11% Equilibrium when hit: +0.50 Mindpower: +1 Mental crit. chance: +1% Curse of Corpses 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. Press to compare |
gifted thorny mindstar of frost (7-7.7 power, 24 apr, nature damage) (Madness) gifted thorny mindstar of frost (7-7.7 power, 24 apr, nature damage) (Madness)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 4 ice Changes resistances: +7% cold Changes resistances penetration: +7% cold Changes damage: +6% cold Mindpower: +7 Mental crit. chance: +3% Curse of Madness 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. Press to compare |
This item will automatically be transmogrified when you leave the level. silk robe 'Eclipsefame' (3 def, 0 armour) (Madness)silk robe 'Eclipsefame' (3 def, 0 armour) (Madness) Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +2 Defense: +3 Effects when hit in melee: * Slows global speed by 7% * 4 arcane resource burn Damage when hit (Melee): 16 physical Changes stats: +1 Str / +1 Dex / +1 Con Changes resistances: +74% lightning / +14% mind / +3% darkness Changes damage: +25% lightning / +9% physical / +14% mind Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
troll-hide hardened leather armour of acid resistance (3 def, 6 armour) (Nightmares) troll-hide hardened leather armour of acid resistance (3 def, 6 armour) (Nightmares)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +18% acid Life regen: +6.30 Healing mod.: +13% Curse of Nightmares A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Toknor (4 def, 7 armour) (Shrouds)reinforced leather armour of Toknor (4 def, 7 armour) (Shrouds) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Armour: +7 Defense: +4 Fatigue: +8% Critical mult.: +16.00% Curse of Shrouds A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour of Toknor (4 def, 7 armour) (Madness)troll-hide reinforced leather armour of Toknor (4 def, 7 armour) (Madness) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Armour: +7 Defense: +4 Fatigue: +8% Critical mult.: +15.00% Life regen: +7.30 Healing mod.: +20% Curse of Madness A suit of armour made of leather. Press to compare |
cleansing drakeskin leather armour of fire resistance (5 def, 8 armour) (Corpses) cleansing drakeskin leather armour of fire resistance (5 def, 8 armour) (Corpses)Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes resistances: +10% blight / +17% fire / +15% nature Curse of Corpses A suit of armour made of leather. Press to compare |
nightruned rough leather belt (Madness) nightruned rough leather belt (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness Curse of Madness A belt that goes around your waist. Press to compare |
Mighty Girdle (Madness) Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
grounding rough leather cap of absorption (0 def, 1 armour) (Misfortune) grounding rough leather cap of absorption (0 def, 1 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Stamina when hit: +0.70 Equilibrium when hit: +0.70 Curse of Misfortune A cap made of leather. Press to compare |
miner's hardened leather cap of absorption (0 def, 5 armour) (Corpses) miner's hardened leather cap of absorption (0 def, 5 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Stamina when hit: +0.90 Equilibrium when hit: +1.60 Infravision radius: +2 Curse of Corpses A cap made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. grounding dwarven-steel helm of trickery (0 def, 4 armour) (Misfortune)grounding dwarven-steel helm of trickery (0 def, 4 armour) (Misfortune) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +8% lightning / +10% temporal Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. topaztopaz 0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. AshenvyAshenvy Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 Damage when hit (Melee): 16 fire Changes stats: +5 Mag Changes resistances: +12% cold / +3% mind / +3% fire Physical save: +13 Spell save: +14 Mental save: +14 Blindness immunity: +38% Disease immunity: +15% Confusion immunity: +24% Pinning immunity: +10% Spellpower: +10 Light radius: +14 See stealth: +16 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
Achievements
Level 10 (Uniques)
Got a character to level 10.By Vorera the MegaTurtle Adventurer level 10
7th Mirth 122nd year of Ascendancy at 00:07 see stats
Level 20 (Uniques)
Got a character to level 20.By Vorera the MegaTurtle Adventurer level 20
7th Flare 122nd year of Ascendancy at 04:21 see stats
The Rat Lich (Uniques)
Killed the terrible Rat Lich.By Vorera the MegaTurtle Adventurer level 12
9th Mirth 122nd year of Ascendancy at 11:12 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Vorera the MegaTurtle Adventurer level 26
15th Dusk 122nd year of Ascendancy at 07:09 see stats
Log
Yvalle the stone troll's Blood Grasp hits Vorera for (23 resist armour), 205 blight (205 total damage).
Something receives 128 healing from Vorera.
Vorera the level 27 megaturtle adventurer was debilitated by noxious blight before falling to death by Yvalle the stone troll on level 1 of Fearscape.
You are brought back from the Fearscape!
You have 4 life(s) left.
Vorera deactivates Psiblades.
Vorera is free from the decrepitude disease.
Vorera deactivates Mega Spiked Shell.
Vorera is free from the hex.
Vorera is free from the hex.
Vorera is free from the corrosive worm.
Vorera speeds up.
Vorera is no longer out of phase.
Vorera is free from the hex.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Yvalle the stone troll's Blood Grasp killed Vorera!
Talent Infusion: Regeneration is ready to use.
Talent Psiblades is ready to use.
Talent Vitality is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Infusion: Wild is ready to use.
Talent Mega Spiked Shell is ready to use.
Vorera activates Mega Spiked Shell.
Vorera activates Psiblades.
Saving done.
