
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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. Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 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. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. 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. Improved player targetting 1.2.0Player's targetting improvements. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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. Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 41 / 95% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 7241 (base 60) |
| Dexterity | 6825 (base 60) |
| Constitution | 7704 (base 60) |
| Magic | 6827 (base 60) |
| Willpower | 6837 (base 60) |
| Cunning | 6835 (base 60) |
Resources
| Hate | 100/100 |
| Mana | 10000/33484 |
| Equilibrium | 10 |
| Vim | 94/94 |
| Life | 34521/34578 |
| Positive | 4/57 |
| Stamina | 10000/16954 |
| Paradox | 320 |
| Healing Factor | 1 |
| Regeneration | 36.539657369024 |
Speed
| Mental | +61.519925317781% |
| Attack | +2.61773376059% |
| Movement | +1058.1842188949% |
| Spell | +12.83966364295% |
| Global | +1248.7507449951% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 22 |
| See Stealth | 93.420501641408 |
| See Invisible | 236.49558941257 |
Offense: Mainhand
| Damage | 6538 |
| Accuracy | 526 |
| Crit Chance | 2682% |
| APR | 2029 |
| Speed | 0.50 |
Offense: Offhand
| Damage | 7617 |
| Accuracy | 526 |
| Crit Chance | 2676% |
| APR | 2027 |
| Speed | 0.62 |
Offense: Spell
| Spellpower | 708.08488334056 |
| Crit Chance | 100% |
| Speed | 0.88621320528234 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 538.51481481481 |
| Crit Chance | 100% |
| Speed | 0.97449043489211 |
Offense: Damage Bonus
| All | +20% |
Defense: Base
| Armour (hardiness) | 0 (64.2%) |
| Defense | 779.52486929343 |
| Ranged Defense | 784.28800769876 |
| Fatigue | 0 |
| Physical Save | 448.39347826087 |
| Spell Save | 430.25909090909 |
| Mental Save | 428.56818181818 |
Defense: Resistances
| All | +170%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Bleed Resistance | 74% |
| Confusion Resistance | 100% |
| Fear Resistance | 55% |
| Knockback Resistance | 100% |
| Poison Resistance | 74% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 28004% over 10 turns and instantly restoring 1400 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 28163% over 10 turns and instantly restoring 1408 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 23467% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Moss | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Slaughter | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Meta | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Superiority | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Shadow magic | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Warcries | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Blight | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Torment | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Field control | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Acrobatics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Dark Ritual |
| talent | Mitosis |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Tempest |
| talent | Willful Tormenter |
| talent | Spellcraft |
| talent | Living Lightning |
| talent | Flame of Urh'Rok |
| talent | Crippling Poison |
| talent | Shock Hands |
| talent | Lightning Infusion |
| talent | Shadow Feed |
| talent | Precise Strikes |
| talent | Overkill |
| talent | Quicken Spells |
| talent | Cleave |
| talent | Chant of Resistance |
| talent | Momentum |
| talent | Lacerating Strikes |
| talent | Feather Wind |
| talent | Precision |
| talent | Essence of Speed |
| talent | Gloom |
| talent | Hymn of Detection |
| talent | Slow Motion |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% 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 | The target's combat damage is improved by 958 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| beneficial effect | Countering melee attacks: Has a 98% chance to get an automatic counter attack when avoiding a melee attack. (15.4 counters remaining) Counter Attacking |
| beneficial effect | Increases global action speed by 1079%. Speed |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 1410, and granting a 367% chance to ignore critical hits. Precognition |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 11 air and an additional 5 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 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target puts all its willpower into its blows, improving physical power by 2056. Willful Combat |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 20%. Strength and Willpower are increased by 9. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target's armour penetration is increased by 1443. Deadly Strikes |
| beneficial effect | Lightning Catcher has caught energy and is empowering you for +33410% lightning damage and +6682 to all stats. Caught Lightning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 15. Bloodlust |
| beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 761 damage from the next 26.1 attack(s). Parrying |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 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 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. | active |
You feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You must explore the echoing cliffs. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 13. | active |
Equipment
| Tool | Viperpyre (dig speed 6 turns) Viperpyre (dig speed 6 turns)Requires: - Level 15 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str Changes resistances: +10% darkness Changes damage: +14% mind / +16% fire Damage affinity(heal): +15% darkness Physical save: +3 (+0 eff.) Mental save: +24 (+1 eff.) Confusion immunity: +5% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| Around waist | Lightning Catcher (Nightmares) Lightning Catcher (Nightmares)Requires: - Level 35 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Curse of Nightmares A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. This item has been sent to the Item's Vault. |
| Main armor | Bikini (Misfortune) (0 def, 0 armour) Bikini (Misfortune) (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Curse of Misfortune Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| In off hand | Thunderfall (Nightmares) (50-70 power, 6 apr) Thunderfall (Nightmares) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical Curse of Nightmares It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 34 power out of 33/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. This item has been sent to the Item's Vault. |
| In main hand | Skeletal Claw (Madness) (55-60.5 power, 8 apr) Skeletal Claw (Madness) (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+1 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Madness It can be used to activate talent Bone Nova (costing 12 power out of 20/20) : Effective talent level: 5.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 2064.08 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. This item has been sent to the Item's Vault. |
| Light source | dwarven lantern 'Pyrestinger' dwarven lantern 'Pyrestinger'Requires: - Level 35 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% acid / +19% darkness / +11% blight / +5% arcane / +14% light Changes resistances penetration: +10% fire Changes damage: +13% darkness / +10% light Damage affinity(heal): +5% darkness / +5% light Stun/Freeze immunity: +10% Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +7 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 725.50 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. BleakwolfBleakwolf Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +12% darkness Reduces incoming crit damage: 17.00% Stun/Freeze immunity: +31% Teleport immunity: +20% Life regen: +2.40 Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Flashriver (Misfortune) (20-30 power, 2 apr)Flashriver (Misfortune) (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal Burst (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +5% lightning / +5% blight Critical mult.: +5.00% Mana each turn: +0.08 Maximum vim: +30.00 Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel battleaxe of evisceration (Corpses) (19-28.5 power, 2 apr)plaguebringer's steel battleaxe of evisceration (Corpses) (19-28.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 12% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+0 eff.) Disease immunity: +25% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming iron dagger of corruption (Misfortune) (10-13 power, 5 apr)flaming iron dagger of corruption (Misfortune) (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 7% chance to inflict damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +6 fire Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged steel dagger of amnesia (Madness) (12-15.6 power, 6 apr)thought-forged steel dagger of amnesia (Madness) (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +11 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Skydeath (Madness) (59.5-95.2 power, 4 apr)Skydeath (Madness) (59.5-95.2 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +45 insidious poison / +28 temporal / +28 nature / +16 lightning When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+1 eff.) Damage when hit (Melee): 8 arcane / 12 lightning Changes damage: +3% darkness Vim when firing critical spell: +1.00 Maximum vim: +10.00 Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. runic yew longbow of lightning (Shrouds)runic yew longbow of lightning (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +13 lightning When wielded/worn: Changes stats: +4 Mag Changes damage: +10% arcane / +14% lightning Spellpower: +6 (+0 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thunderous steel longsword of shearing (Nightmares) (13.5-18.9 power, 3 apr)thunderous steel longsword of shearing (Nightmares) (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16% chance to daze When wielded/worn: Armour penetration: +8 Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances penetration: +9% lightning / +9% physical Changes damage: +8% physical Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Urthyduhad (Nightmares) (15.5-21.7 power, 3 apr)Urthyduhad (Nightmares) (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +2 Con Changes resistances: +1% physical Spell save: +10 (+0 eff.) Life regen: +0.40 Mana each turn: +0.08 Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Borusin the yew magestaff (Shrouds) (20-24 power, 4 apr, fire element)Borusin the yew magestaff (Shrouds) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +2 Dex Changes resistances: +3% light / +5% arcane Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Light radius: +2 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Hathemarek the ash vilestaff (Nightmares) (15-18 power, 3 apr, acid element)Hathemarek the ash vilestaff (Nightmares) (15-18 power, 3 apr, acid element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +9% fire Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +6 (+0 eff.) Poison immunity: +10% Pinning immunity: +20% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Shockwrecker' (Misfortune) (20-24 power, 4 apr, lightning element)yew magestaff 'Shockwrecker' (Misfortune) (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 40% chance to daze Burst (radius 2) on crit: +8 acid When wielded/worn: Defense: +11 (+1 eff.) Effects on melee hit: * 14% chance to blind * 15% chance to corrode armour Changes damage: +20% lightning / +15% acid Talent granted: +1 Command Staff Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 870.73 light damage. Staves designed for wielders of magic, by the greats of the art. |
Bikini (Shrouds) (0 def, 0 armour) Bikini (Shrouds) (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Curse of Shrouds Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
This item will automatically be transmogrified when you leave the level. Spidermortal the cashmere robe (Misfortune) (2 def, 0 armour)Spidermortal the cashmere robe (Misfortune) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +24% lightning / +6% temporal Changes resistances penetration: +15% nature Changes damage: +16% lightning Spell save: +9 (+0 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +10% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Erelihad the dwarven-steel helm (Shrouds) (0 def, 8 armour)Erelihad the dwarven-steel helm (Shrouds) (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +6% fire / +6% darkness / +3% light Reduces incoming crit damage: 5.00% Physical save: +9 (+0 eff.) Mental save: +10 (+0 eff.) Pinning immunity: +20% Infravision radius: +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cured leather armour of delving (Misfortune) (2 def, 4 armour)cured leather armour of delving (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +7 Str Changes resistances: +12% darkness / +9% physical Light radius: +2 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 291 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous reinforced leather armour of command (Shrouds) (29 def, 14 armour)tempestuous reinforced leather armour of command (Shrouds) (29 def, 14 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +29 (+2 eff.) Ranged Defense: +14 (+0 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage (Ranged): 9 lightning Changes stats: +5 Cun Changes resistances: +26% lightning / +19% cold Mental save: +17 (+1 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of lightning resistance (+23%) (Nightmares) (8 def, 2 armour, 29-34.8 power, 82.5 block)icy dwarven-steel shield of lightning resistance (+23%) (Nightmares) (8 def, 2 armour, 29-34.8 power, 82.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 Damage (Melee): +15 cold When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Damage (Melee): 8 cold Damage when hit (Melee): 15 ice Changes resistances: +23% lightning Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of warping (18/18, 35.5-49.7 power, 10 apr)quiver of yew arrows of warping (18/18, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +13 temporal / +14 physical Arrows are used with bows to pierce your foes to death. |
190 alchemist agate 190 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. |
3 aquamarine 3 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. GlintstreakerGlintstreaker Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% mind / +6% light Changes resistances penetration: +15% light / +10% mind Changes damage: +6% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Rod of Asphyxiation (24/24) 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 (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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 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. |
6 amethyst 6 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Adventurer the Shalore Adventurer level 40
2nd Dusk 122nd year of Ascendancy at 13:52 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Adventurer the Shalore Adventurer level 41
2nd Dusk 122nd year of Ascendancy at 17:06 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Adventurer the Shalore Adventurer level 41
32nd Dusk 122nd year of Ascendancy at 12:28 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Adventurer the Shalore Adventurer level 41
6th Dusk 122nd year of Ascendancy at 21:27 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Adventurer the Shalore Adventurer level 40
2nd Dusk 122nd year of Ascendancy at 04:10 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Adventurer the Shalore Adventurer level 41
25th Dusk 122nd year of Ascendancy at 18:57 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Adventurer the Shalore Adventurer level 41
26th Dusk 122nd year of Ascendancy at 00:45 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Adventurer the Shalore Adventurer level 41
32nd Dusk 122nd year of Ascendancy at 12:42 see stats
Log
Adventurer deactivates Tempest.
Adventurer deactivates Essence of Speed.
Adventurer deactivates Inner Power.
Adventurer deactivates Momentum.
Adventurer deactivates Precision.
Adventurer deactivates Hymn of Detection.
Adventurer deactivates Slow Motion.
Adventurer deactivates Cleave.
Adventurer deactivates Lightning Infusion.
Adventurer's adrenaline surge has come to an end.
Adventurer deactivates Precise Strikes.
Adventurer deactivates Shock Hands.
Adventurer deactivates Willful Tormenter.
Adventurer no longer revels in blood quite so much.
Adventurer deactivates Crippling Poison.
Adventurer deactivates Chant of Resistance.
Adventurer slows down.
Adventurer deactivates Flame of Urh'Rok.
Adventurer deactivates Mitosis.
Adventurer deactivates Dark Ritual.
Adventurer deactivates Living Lightning.
Adventurer deactivates Quicken Spells.
Adventurer deactivates Gloom.
Adventurer deactivates Lacerating Strikes.
Adventurer deactivates Arcane Combat.
Adventurer deactivates Thunderstorm.
The furious lightning storm around Adventurer calms down and disappears.
Adventurer deactivates Spellcraft.
Adventurer aims less carefully.
Adventurer deactivates Shadow Feed.
