Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Verdant Class Pack 1.3.3Content 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: Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Superhuman |
Class | Hedgeknight |
Level / Exp | 123 / 28% |
Size | medium |
Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 123 on the 49th Dusk 122nd year of Ascendancy at 11:17 / 1 |
Primary Stats
Strength | 229 (base 100) |
Dexterity | 70 (base 37) |
Constitution | 148 (base 100) |
Magic | 33 (base 10) |
Willpower | 152 (base 100) |
Cunning | 87 (base 40) |
Resources
Life | -17417/11172 |
Equilibrium | 154 |
Stamina | 826/826 |
Psi | 240/242 |
Healing Factor | 1.42 |
Regeneration | 58.874576088461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +281.00988493157% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 19 |
See Stealth | 15 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 656 |
Accuracy | 112 |
Crit Chance | 107% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37.5 |
Crit Chance | 84% |
Speed | 1 |
Offense: Mind
Mindpower | 97.74 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Defense: Base
Armour (hardiness) | 204.8839573493 (87.467028450623%) |
Defense | 62.748429743936 |
Ranged Defense | 63.248429743936 |
Fatigue | 0 |
Physical Save | 93.095 |
Spell Save | 55.091666666667 |
Mental Save | 76.54375 |
Defense: Resistances
All | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 37% |
Confusion Resistance | 100% |
Teleport Resistance | 5% |
Blind Resistance | 84% |
Disarm Resistance | 100% |
Bleed Resistance | 25% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 390 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 37 for 9 turns. While Heroism is active, you will only die when reaching -1639 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Thorns | 1.50 |
| 12/5 |
| 8/5 |
| 12/5 |
| 12/5 |
Wild-gift / Moss | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Bush-guardian | 1.50 |
| 12/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Cunning / Poisons | 1.30 |
| 12/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Wild-gift / Petals | 1.50 |
| 11/5 |
| 10/5 |
| 10/5 |
| 9/5 |
Cunning / Tactical | 1.70 |
| 8/5 |
| 10/5 |
| 3/5 |
| 11/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 9/5 |
| 3/5 |
| 3/5 |
| 6/5 |
Technique / Combat training | 2.10 |
| 12/5 |
| 1/5 |
| 11/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Tree | 1.50 |
| 12/5 |
| 11/5 |
| 12/5 |
| 11/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Wild Growth |
talent | Sap |
talent | Exploit Weakness |
talent | Thorn Body |
talent | Numbing Poison |
talent | Elemental Harmony |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Increases global speed by 61%. Elemental Harmony |
beneficial effect | Countering melee attacks: Has a 76% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by skeleton master archer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost warrior from death by degenerated skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed wretchling eyeball. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
On feet | Curenight the pair of iron boots (13 def, 14 armour) Curenight the pair of iron boots (13 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +14 Defense: +13 (+3 eff.) Fatigue: -3% Changes stats: +5 Dex / +4 Mag / +4 Wil / +2 Cun Changes resistances: +14% temporal / +14% darkness / +15% nature Changes resistances penetration: +12% darkness / +11% temporal Changes damage: +12% physical Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Stamina each turn: +0.40 Mana each turn: +0.40 Maximum life: +30.00 Maximum mana: +54.00 Maximum stamina: +35.00 Spell crit. chance: +4% Infravision radius: +4 Movement speed: +20% Healing mod.: +20% Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright dwarven lantern of focus bright dwarven lantern of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes damage: +9% mind Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Brightwinnow' (12 def, 11 armour) drakeskin leather cap 'Brightwinnow' (12 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +13.0% Armour: +11 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 acid / 19 physical Changes stats: +16 Str / +6 Dex / +9 Wil / +18 Cun / +6 Con / +33 Lck Changes resistances: +30% cold / +30% fire / +9% light / +20% mind Changes resistances penetration: +10% fire / +25% light / +20% mind Changes damage: +9% acid Grants telepathy: Dragon Physical save: +11 (+2 eff.) Mental save: +39 (+8 eff.) Confusion immunity: +50% Spell crit. chance: +16% Mindpower: +12 (+2 eff.) Mental crit. chance: +16% Light radius: +2 Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | Sunbore the dwarven-steel torque of kinetic psionic shield [power 169] (32 cooldown) Sunbore the dwarven-steel torque of kinetic psionic shield [power 169] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +15% nature Maximum wards: +5 physical / +7 mind / +7 darkness Changes resistances penetration: +5% fire Talents cooldown: Telekinetic Blast (+10 turn) Silence (+20 turn) Talents granted: +7 Telekinetic Blast +2 Ward +13 Silence Physical save: +26 (+5 eff.) Mental save: +3 (+1 eff.) Cut immunity: +15% Pinning immunity: +5% Teleport immunity: +5% Hate when firing a critical mind attack: +2.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 169 for 7 turns, putting all charms on cooldown for 32 turns. When used: 300% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | savior's stralite ring of sensing savior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +11 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +30% Infravision radius: +5 See stealth: +15 See invisible: +17 Rings can have magical properties. |
On fingers | gladiator's stralite ring of perseverance gladiator's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +9 Str / +9 Con Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
Around waist | Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In main hand | Eclipsejeer the voratun greatsword (101-161.6 power, 4 apr) Eclipsejeer the voratun greatsword (101-161.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 101.0 - 161.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 49% chance to cause random gloom * 25% chance to put talents on cooldown * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +8 fire / +33 mind Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +20 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn * 45% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +10 Wil / +5 Cun / +10 Con Changes resistances: +6% acid / +14% all Changes resistances penetration: +42% physical / +31% darkness / +21% mind / +15% fire / +21% nature / +20% temporal Changes damage: +42% physical / +9% temporal Disarm immunity: +49% Stamina when hit: +4.00 * Grants [Heavy Strike] Talent Massive two-handed swords. |
On hands | iron gauntlets 'Eclipsestreak' (0 def, 7 armour) iron gauntlets 'Eclipsestreak' (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 26% chance to cause random gloom Damage (Melee): 7 lightning / 7 physical / 31 darkness / 7 fire / 7 nature / 32 mind Damage when hit (Melee): 8 lightning / 4 darkness Changes stats: +3 Str / +3 Wil / +5 Con Changes resistances: +6% lightning / +6% fire / +6% nature / +3% darkness Changes damage: +5% lightning / +5% physical / +5% fire / +5% nature / +3% mind Talent mastery: +0.20 Technique / Grappling Physical save: +14 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: -21 (-5 eff.) Disarm immunity: +52% Mindpower: +10 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+6 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 140.39 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Cloak | Charthorn the cashmere cloak (21 def, 8 armour) Charthorn the cashmere cloak (21 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +8 Defense: +21 (+5 eff.) Fatigue: -5% Changes stats: +8 Str / +11 Dex / +3 Mag / +4 Wil / +4 Cun / +8 Con Changes resistances: +8% acid / +19% light / +8% lightning / +16% blight / +8% cold / +16% nature / +27% fire Changes resistances penetration: +10% arcane / +5% fire Changes damage: +6% arcane Talent mastery: +0.80 Technique / Combat training Critical mult.: +10.00% Stealth bonus: +11 Physical save: +19 (+4 eff.) Spell save: -20 (-7 eff.) Mental save: +19 (+4 eff.) Life regen: +2.20 Stamina each turn: +2.20 Mana each turn: -0.78 Mana when firing critical spell: +1.00 Maximum life: +96.00 Maximum mana: +100.00 Spellpower: +2 (+1 eff.) Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mayuna the steel amulet Mayuna the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +7 Wil Changes resistances: +21% darkness / +18% temporal / +3% nature / +18% light Changes damage: +6% mind / +6% temporal Physical save: +31 (+6 eff.) Spell save: +32 (+9 eff.) Mental save: +40 (+9 eff.) Blindness immunity: +54% Disease immunity: +10% Cut immunity: +10% Confusion immunity: +16% Pinning immunity: +32% Knockback immunity: +32% Life regen: +2.00 Maximum hate: +8.00 Mindpower: +11 (+2 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Inventory
movement infusion of the sneak (973% speed; 9 turns) movement infusion of the sneak (973% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 759 for 4 turns) shielding rune of the warrior (absorb 759 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 759 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 131) teleportation rune of the duelist (range 131)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 131 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
marksman's stralite ring of blinding strikes marksman's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 26% chance to blind Effects on ranged hit: * 30% chance to blind Changes stats: +6 Dex Rings can have magical properties. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+14 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
elemental stralite battleaxe of crippling (46.5-69.75 power, 3 apr) elemental stralite battleaxe of crippling (46.5-69.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +20% acid / +21% fire / +21% cold / +21% lightning Massive two-handed battleaxes. |
thunderous stralite battleaxe of shearing (42.5-63.75 power, 3 apr) thunderous stralite battleaxe of shearing (42.5-63.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 38% chance to daze When wielded/worn: Armour penetration: +19 Changes stats: +5 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning / +19% physical Changes damage: +14% physical Massive two-handed battleaxes. |
stralite greatmaul of projection (54-81 power, 3 apr) stralite greatmaul of projection (54-81 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
iron greatsword of vileness (16.5-26.4 power, 1 apr) iron greatsword of vileness (16.5-26.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +7 blight Massive two-handed swords. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
thunderous stralite greatsword of amnesia (50.5-80.8 power, 3 apr) thunderous stralite greatsword of amnesia (50.5-80.8 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 41% chance to daze * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances penetration: +19% lightning Massive two-handed swords. |
voratun greatsword of sweeping (62-99.2 power, 4 apr) voratun greatsword of sweeping (62-99.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 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% * Grants [Sweeping Blows] Talent Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite mace of projection (39.5-55.3 power, 5 apr)quick stralite mace of projection (39.5-55.3 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% Damage (Melee): +15 mind When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +6 Dex It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Yvorinne the silk robe (15 def, 13 armour) Yvorinne the silk robe (15 def, 13 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +13 Defense: +15 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +13 Mag Changes resistances: +17% blight / +26% mind / +20% light / +52% darkness Changes resistances penetration: +10% blight Changes damage: +26% blight / +25% light Physical save: +16 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +30 (+7 eff.) Mana each turn: +0.16 Mana when firing critical spell: +3.00 Maximum life: +112.00 Light radius: +6 Damage Shield penetration: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating drakeskin leather armour (5 def, 8 armour) rejuvenating drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Life regen: +6.80 Stamina each turn: +1.20 A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
Porith the linen cloak (1 def, 0 armour) Porith the linen cloak (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +1 Dex / +1 Con Changes resistances: +11% darkness / +12% temporal Changes damage: +9% temporal Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voreriavena the cashmere cloak (2 def, 0 armour) Voreriavena the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +7 Str / +6 Wil / +5 Cun / +7 Con Changes resistances: +16% blight / +16% nature / +5% arcane Changes damage: +6% physical Reduces incoming crit damage: 5.00% Physical save: +11 (+2 eff.) Life regen: +2.20 Only die when reaching: -40.00 life Maximum life: +58.00 Mental crit. chance: +7% See invisible: +3 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
reinforced pair of voratun boots (0 def, 14 armour) reinforced pair of voratun boots (0 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes resistances: +14% acid / +14% fire / +14% cold / +15% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) storm dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +5% lightning Changes damage: +6% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive voratun gauntlets of dexterity (+4) (0 def, 3 armour) corrosive voratun gauntlets of dexterity (+4) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +3 Damage (Melee): 10 acid Changes stats: +4 Dex Changes resistances: +7% acid Changes damage: +9% acid Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of the mind (+11%) (1 def, 0 armour) linen wizard hat of the mind (+11%) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% mind Changes damage: +11% mind A pointy cloth hat, very wizardly... |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
118 alchemist agate 118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
24 alchemist bloodstone 24 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brutal iron pickaxe (dig speed 20 turns) brutal iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Changes stats: +1 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged voratun torque of psychoportation [power 83] (42 cooldown) supercharged voratun torque of psychoportation [power 83] (42 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 83), putting all charms on cooldown for 42 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Dreadfell at Level 1 the Superhuman Hedgeknight level 32
4th Mirth 122nd year of Ascendancy at 19:13 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 30
2nd Mirth 122nd year of Ascendancy at 18:24 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 67
3rd Flare 122nd year of Ascendancy at 07:46 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 109
41st Dusk 122nd year of Ascendancy at 03:58 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 56
1st Summertide 122nd year of Ascendancy at 14:10 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 76
35th Dusk 122nd year of Ascendancy at 03:28 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 53
9th Mirth 122nd year of Ascendancy at 05:14 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 73
7th Dusk 122nd year of Ascendancy at 01:19 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 113
49th Dusk 122nd year of Ascendancy at 02:02 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 10
1st Mirth 122nd year of Ascendancy at 15:13 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 20
2nd Mirth 122nd year of Ascendancy at 06:29 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 30
2nd Mirth 122nd year of Ascendancy at 18:08 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 40
8th Mirth 122nd year of Ascendancy at 05:10 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 50
9th Mirth 122nd year of Ascendancy at 01:35 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 109
48th Dusk 122nd year of Ascendancy at 22:33 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 101
40th Dusk 122nd year of Ascendancy at 17:06 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 57
2nd Flare 122nd year of Ascendancy at 17:12 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 54
9th Mirth 122nd year of Ascendancy at 08:13 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 109
48th Dusk 122nd year of Ascendancy at 22:33 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 76
25th Dusk 122nd year of Ascendancy at 12:13 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 76
29th Dusk 122nd year of Ascendancy at 15:49 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 23
2nd Mirth 122nd year of Ascendancy at 14:35 see stats
Log
Vor, Grand Geomancer of the Pride hits Dreadfell at Level 1 for 221 light damage.
Dreadfell at Level 1 hits Vor, Grand Geomancer of the Pride for (1251 absorbed), 0 physical, (5 absorbed), 0 fire, , (9 absorbed), 0 mind, , (6 absorbed), 0 light, 3 healing, (25 absorbed), 0 fire, (2 absorbed), 0 nature, (5 absorbed), 0 physical, , (0 absorbed), 0 lightning, , (8 absorbed), 0 mind, (15 absorbed), 0 darkness, (5 absorbed), 0 fire (0 total damage) [3 healing].
Bushy guardian shrugs off the effect 'Frozen'!
Bushy guardian resists the wave!
Bee swarm resists the wave!
Dreadfell at Level 1 resists the wave!
Dreadfell at Level 1 stops regenerating health quickly.
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Bushy guardian for 12 cold, 13 physical (25 total damage).
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Dreadfell at Level 1 for 39 cold, 58 physical (97 total damage).
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Bee swarm for 65 cold, 72 physical (136 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Bushy guardian for 13 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Bee swarm for 71 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dreadfell at Level 1 for 31 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Bushy guardian for 13 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Bee swarm for 71 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dreadfell at Level 1 for 31 fire damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Bushy guardian for 31 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Dreadfell at Level 1 for 102 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Bee swarm for 130 cold damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dreadfell at Level 1 for 46 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Bee swarm for 107 fire damage.
Dreadfell at Level 1 performs a melee critical strike against Vor, Grand Geomancer of the Pride!
Vor, Grand Geomancer of the Pride resists the mind attack!
Vor, Grand Geomancer of the Pride resists the mind attack!
Vor, Grand Geomancer of the Pride HEALS from light damage!
Vor, Grand Geomancer of the Pride hits Dreadfell at Level 1 for 221 light damage.
Dreadfell at Level 1 hits Vor, Grand Geomancer of the Pride for (1577 absorbed), 0 physical, (5 absorbed), 0 fire, , (9 absorbed), 0 mind, , (6 absorbed), 0 light, 3 healing, (25 absorbed), 0 fire, (2 absorbed), 0 nature, (5 absorbed), 0 physical, , (0 absorbed), 0 lightning, , (8 absorbed), 0 mind, (15 absorbed), 0 darkness, (5 absorbed), 0 fire (0 total damage) [3 healing].
Dreadfell at Level 1 deactivates Bushy Beard.
Saving game...