Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Aegis Reward 1.5.5An edit of Waladil's Conveyance Reward to give Aegis rather than Conveyance, as I feel Aegis is a better Spell counterpart to Wild-Gift/Fungus. Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Ashes of Urh'Rok 1.5.0Official 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. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Convenient Digging 1.5.5 Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Arena to Infinite Dungeon 1.5.2Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.5.0Combines 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Slow Tweak 1.4.9Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored. This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon. CON Buff 1.5.10Con gives die_at for undead. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Additional Randart Properties 1.5.10 Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.5.10Content 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: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 20 / 55% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 58 (base 48) |
Dexterity | 17 (base 17) |
Constitution | 32 (base 26) |
Magic | 50 (base 48) |
Willpower | 19 (base 10) |
Cunning | 42 (base 34) |
Resources
Life | 616/616 |
Insanity | 69/100 |
Healing Factor | 1.4633663366336 |
Regeneration | 1.829207920792 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 51.017957995551 |
See Invisible | 51.017957995551 |
Offense: Mainhand
Damage | 69 |
Accuracy | 47 |
Crit Chance | 13% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Lightning | +4% |
Light | +10% |
Darkness | +15% |
Blight | +15% |
Physical | +12% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Physical | +14% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 35 (87.462686567164%) |
Defense | 17 |
Ranged Defense | 20 |
Fatigue | 18 |
Physical Save | 25 |
Spell Save | 32 |
Mental Save | 35 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 35%( 70%) |
Mind | + 39%( 70%) |
All | + 33%( 70%) |
Physical | + 38%( 70%) |
Lightning | + 60%( 70%) |
Light | + 52%( 70%) |
Temporal | + 36%( 70%) |
Cold | + 56%( 70%) |
Darkness | + 41%( 70%) |
Fire | + 41%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Disarm Resistance | 36% |
Confusion Resistance | 20% |
Stun Resistance | 72% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 22% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On feet | Lorakan the Morningraider (0 def, 1 armour) Lorakan the Morningraider (0 def, 1 armour)2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes resistances: +5% lightning +5% temporal +3% darkness +6% nature +1% all A pair of boots made of leather. |
Light source | brass lantern 'Mardekan' brass lantern 'Mardekan'2.0 Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +2 (+1 eff.) Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Dex Changes damage: +6% physical Mental save: +7 (+3 eff.) Maximum stamina: +5.00 Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Lightningfist the linen wizard hat (1 def, 0 armour) Lightningfist the linen wizard hat (1 def, 0 armour)2.0 Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes stats: +4 Cun +4 Wil Changes resistances: +9% acid +6% lightning Changes resistances penetration: +15% lightning +20% acid Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | Fulunaribar the iron pickaxe (dig speed 29 turns) Fulunaribar the iron pickaxe (dig speed 29 turns)3.0 Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +6 Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +12% acid Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's copper ring of light (+20%) psionicist's copper ring of light (+20%)0.1 Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | Layebeth Layebeth0.1 Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% mind Changes damage: +3% acid +9% mind Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight +20% cold +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Salothra the Glowravage (111% power, 3 apr) Salothra the Glowravage (111% power, 3 apr)3.0 [Random Unique] Type: weapon / longsword ; tier 2 Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 darkness On Hit: * 40% chance to blind * 7% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Armour penetration: +6 Physical power: +5 (+2 eff.) Damage (Melee): 4 light Changes stats: +2 Con Changes resistances penetration: +14% physical Changes damage: +6% physical Disarm immunity: +14% Sharp, long, and deadly. |
On hands | Stormjam the rough leather gloves (0 def, 1 armour) Stormjam the rough leather gloves (0 def, 1 armour)1.0 Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 6 lightning Changes stats: +2 Str +1 Wil Changes resistances: +6% lightning Changes damage: +4% lightning Movement speed: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Strikebloom the steel plate armour (10 def, 13 armour) Strikebloom the steel plate armour (10 def, 13 armour)17.0 [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +10 (+6 eff.) Fatigue: +22% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str +2 Cun +1 Con Changes resistances: +6% acid +7% physical +3% darkness +12% fire +23% lightning +5% cold Talent cooldown: Rush (-5 turns) Mental save: +10 (+5 eff.) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +22% A suit of armour made of metal plates. |
Cloak | Morningoblivion (1 def, 0 armour) Morningoblivion (1 def, 0 armour)2.0 Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str +1 Con Changes resistances: +6% acid +9% light +9% cold +6% nature +3% arcane Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of constitution (+2) restful copper amulet of constitution (+2)0.1 Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Con Life regen: +1.00 Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 162) healing infusion of the sneak (heal 162)0.1 Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 5; power 20; turns 4; dispels darkness) sun infusion (rad 5; power 20; turns 4; dispels darkness)0.1 Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
magic missile rune of the psychic (80 arcane damage) magic missile rune of the psychic (80 arcane damage)0.1 Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 80 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 11; power 35; dur 6) phase door rune of the warrior (range 11; power 35; dur 6)0.1 Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
elm magestaff 'Velassra' (100% power, 2 apr, cold element) elm magestaff 'Velassra' (100% power, 2 apr, cold element)5.0 Type: weapon / staff ; tier 1 It must be held with both hands. Power 100% Range: 1.2x Uses 80% Mag Dmg Cold Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% When wielded/worn: Defense: +6 (+4 eff.) Effects on melee hit: * 7% chance to blind Changes resistances: +9% arcane Changes damage: +10% cold Talent granted: +1 Command Staff Blindness immunity: +10% Silence immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd 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 61.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
Skypower (111% power, 3 apr, darkness element) Skypower (111% power, 3 apr, darkness element)5.0 [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power 111% Range: 1.2x Uses 80% Mag Dmg Darkness Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum encumbrance: +12 Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.12 Maximum stamina: +14.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +6% Movement speed: +10% Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 23 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (111% power, 3 apr, darkness element) ash starstaff of illumination (111% power, 3 apr, darkness element)5.0 Type: weapon / staff ; tier 2 It must be held with both hands. Power 111% Range: 1.2x Uses 80% Mag Dmg Darkness Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% When wielded/worn: Defense: +6 (+4 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd 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 61.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
insidious dwarven-steel battleaxe of erosion (140% power, 2 apr) insidious dwarven-steel battleaxe of erosion (140% power, 2 apr)3.0 Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power 140% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +42 insidious poison +12 temporal +13 nature Massive two-handed battleaxes. |
Ashvile (118% power, 1 apr) Ashvile (118% power, 1 apr)5.0 Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +28 insidious poison +4 mind On Hit: 10% Dominate 3 When wielded/worn: Damage (Melee): 4 fire Changes resistances: +3% fire Massive two-handed mauls. |
Neroseldamina (118% power, 1 apr) Neroseldamina (118% power, 1 apr)5.0 Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power 118% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +20 insidious poison When wielded/worn: Armour: +4 Defense: +9 (+6 eff.) Ranged Defense: +9 (+4 eff.) Poison immunity: +10% Cut immunity: +15% Stun/Freeze immunity: +20% Massive two-handed mauls. |
flaming steel greatsword of massacre (143% power, 2 apr) flaming steel greatsword of massacre (143% power, 2 apr)3.0 Type: weapon / greatsword ; tier 2 It must be held with both hands. Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
thought-forged dwarven-steel greatsword (144% power, 2 apr) thought-forged dwarven-steel greatsword (144% power, 2 apr)3.0 Type: weapon / greatsword ; tier 3 It must be held with both hands. Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 mind On Hit: * 20% chance to cause random gloom When wielded/worn: Changes stats: +3 Cun +2 Wil Massive two-handed swords. |
acidic steel longsword (113% power, 3 apr) acidic steel longsword (113% power, 3 apr)3.0 Type: weapon / longsword ; tier 2 Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid Sharp, long, and deadly. |
flaming steel longsword of phasing (111% power, 9 apr) flaming steel longsword of phasing (111% power, 9 apr)3.0 Type: weapon / longsword ; tier 2 Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +3.0% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Sharp, long, and deadly. |
manaburning dwarven-steel longsword of erosion (124% power, 4 apr) manaburning dwarven-steel longsword of erosion (124% power, 4 apr)3.0 Type: weapon / longsword ; tier 3 Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 temporal +5 nature On Hit: * 12 arcane resource burn Sharp, long, and deadly. |
insidious steel mace of erosion (111% power, 3 apr) insidious steel mace of erosion (111% power, 3 apr)3.0 Type: weapon / mace ; tier 2 Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +15 insidious poison +6 temporal +5 nature Blunt and deadly. |
chilling steel dagger of paradox (100% power, 6 apr) chilling steel dagger of paradox (100% power, 6 apr)1.0 Type: weapon / dagger ; tier 2 Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 temporal +8 cold When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Sharp, short and deadly. |
gifted vined mindstar of life (83% power, 18 apr, mind damage) gifted vined mindstar of life (83% power, 18 apr, mind damage)3.0 Type: weapon / mindstar ; tier 2 Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% When wielded/worn: Life regen: +0.70 Maximum life: +14.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% 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. |
vined mindstar 'Gerin' (81% power, 18 apr, nature damage) vined mindstar 'Gerin' (81% power, 18 apr, nature damage)3.0 [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. Power 82% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% When wielded/worn: Changes stats: +4 Cun Changes damage: +10% lightning +8% fire +11% mind +8% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Critical mult.: +7.00% Blindness immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +10% Mindpower: +6 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming steel steamsaw (111% power, 8 apr) flaming steel steamsaw (111% power, 8 apr)3.0 Type: weapon / steamsaw ; tier 2 Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of resilience (114% power, 8 apr) steel steamsaw of resilience (114% power, 8 apr)3.0 Type: weapon / steamsaw ; tier 2 Power 114% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Talent granted: +1 Block Maximum life: +50.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Lisurawe the Toxinzephyr, Lisurawe the Toxinzephyr,4.0 Type: weapon / longbow ; tier 2 It must be held with both hands. Acc+ +0.2% crit / acc Atk.spd 143% Range +7 Proj.spd +200% On Hit: * Slows global speed by 40% When wielded/worn: Changes stats: +2 Str +1 Dex +1 Mag +2 Cun Light radius: +2 Infravision radius: +2 Longbows are used to shoot arrows at your foes. |
Salona the Duathelstalker Salona the Duathelstalker4.0 [Random Unique] Type: weapon / sling ; tier 2 Acc+ +0.1% dam / acc Atk.spd 143% Range +7 Proj.spd +200% Ranged+ +6 acid +5 fire When wielded/worn: Changes damage: +12% acid +11% fire +3% darkness Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +1.00 Slings are used to hurl stones or metal shots at your foes. |
steel steamgun of power steel steamgun of power4.0 Type: weapon / steamgun ; tier 2 Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of steel shots (13/14, 119% power, 2 apr) barbed pouch of steel shots (13/14, 119% power, 2 apr)3.0 Type: ammo / shot ; tier 2 Power 120% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 14 Ranged+ +7 bleed On Crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing Shots are used with slings to pummel your foes to death. |
pouch of steel shots of wind (15/15, 121% power, 2 apr) pouch of steel shots of wind (15/15, 121% power, 2 apr)3.0 Type: ammo / shot ; tier 2 Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
deflecting iron shield of reflection (9 def, 2 armour, 19 block) deflecting iron shield of reflection (9 def, 2 armour, 19 block)7.0 Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+6 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +11% light +11% darkness Talent granted: +1 Block Deflect projectiles away: +4% Handheld deflection devices. |
slimy woollen robe (0 def, 0 armour) slimy woollen robe (0 def, 0 armour)2.0 Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour) spellwoven woollen robe (0 def, 0 armour)2.0 Type: armor / cloth ; tier 2 When wielded/worn: Spell save: +17 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of lightning resistance (2 def, 4 armour) cured leather armour of lightning resistance (2 def, 4 armour)9.0 Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +17% lightning A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)9.0 Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
cleansing steel mail armour (2 def, 6 armour) cleansing steel mail armour (2 def, 6 armour)14.0 Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +10% nature +11% blight A suit of armour made of mail. |
cleansing steel mail armour of stability (2 def, 6 armour) cleansing steel mail armour of stability (2 def, 6 armour)14.0 Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +10% blight +6% physical +11% nature Physical save: +12 (+6 eff.) A suit of armour made of mail. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning +5% temporal A pair of boots made of leather. |
stealthy pair of rough leather boots (0 def, 1 armour) stealthy pair of rough leather boots (0 def, 1 armour)2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck +3 Dex Stealth bonus: +6 A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour)3.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves (0 def, 1 armour) storm rough leather gloves (0 def, 1 armour)1.0 Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour) insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +7% fire +6% cold A cap made of leather. |
grounding hardened leather cap of strength (+3) (0 def, 3 armour) grounding hardened leather cap of strength (+3) (0 def, 3 armour)2.0 Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str Changes resistances: +7% lightning +5% temporal A cap made of leather. |
Hezilador (0 def, 3 armour) Hezilador (0 def, 3 armour)3.0 Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str +1 Dex +1 Wil +9 Con Changes resistances: +3% acid +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.0 Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used to imbue an object: Changes stats: +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used to imbue an object: Changes stats: +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying Orb1.0 [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 [Plot Item] Type: chest / sher'tul When carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 [Plot Item] Type: charm / rod Recall the user to the worldmap after 40 turns. Uses 155 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. |
quick elm totem of thorny skin [power 13] (10 cooldown) quick elm totem of thorny skin [power 13] (10 cooldown)2.0 Type: charm / totem ; tier 1 Harden the skin for 7 turns increasing armour by 13 and armour hardiness by 30% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
arcane yew wand of conjuration [power 223] (8 cooldown) arcane yew wand of conjuration [power 223] (8 cooldown)2.0 Type: charm / wand ; tier 3 Fire a bolt of a random element with (base) damage 112 to 223 Puts all charms on 8 cooldown 100% to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Galsa the Ogre Writhing One level 16
1st Dusk 122nd year of Ascendancy at 00:10 see stats
By Galsa the Ogre Writhing One level 10
79th Pyre 122nd year of Ascendancy at 17:07 see stats
By Galsa the Ogre Writhing One level 20
10th Dusk 122nd year of Ascendancy at 14:14 see stats
By Galsa the Ogre Writhing One level 9
76th Pyre 122nd year of Ascendancy at 23:14 see stats
By Galsa the Ogre Writhing One level 10
4th Mirth 122nd year of Ascendancy at 18:01 see stats
Log
Talent Dissolved Face is ready to use.
Galsa picks up (a.): healing infusion of the sneak (heal 150).
Galsa picks up (2.): arcane yew wand of conjuration [power 223] (8 cooldown).
Resting starts...
Talent Digest is ready to use.
Talent Tendrils Eruption is ready to use.
Talent Lash Out is ready to use.
Talent Decayed Devourers is ready to use.
Talent Inner Tentacles is ready to use.
Galsa has finished digesting.
The victim in your stomach finally dies from the painful agony.
Rested for 41 turns (stop reason: all resources and life at maximum).
Galsa picks up (p.): manaburning dwarven-steel longsword of erosion (124% power, 4 apr).
There is a way to the next level here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
Character control switched to worm that walks (servant of Galsa).
Character control switched to Galsa.
Galsa wears (replacing Hezilador (0 def, 3 armour)): Lightningfist the linen wizard hat (1 def, 0 armour).
Galsa deactivates Chaos Orbs.
Worm that walks (servant of Galsa) deactivates Worm that Walks Link.
Worm that walks (servant of Galsa) deactivates Infestation.
Worm that walks (servant of Galsa) deactivates Ruin.