
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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. 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:
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: 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! Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Improved Auto-explore and Rest 1.5.5Quality 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. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: nsrr's Exotic Weapons 1.4.8 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. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Better Item Description 1.5.5This 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 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Bloodruned |
| Class | Reaver |
| Level / Exp | 97 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Zubysera the elven guard at level 42 on the 20th Voratun 122nd year of Ascendancy at 06:06 0 / 8Killed by Zubivena the mean looking elven guard at level 91 on the 9th Profit 122nd year of Ascendancy at 00:21 Killed by Ivorin the elven guard at level 92 on the 9th Profit 122nd year of Ascendancy at 03:06 Killed by Giyalle the elven blood mage at level 92 on the 9th Profit 122nd year of Ascendancy at 06:05 Killed by Xanetha the elven cultist at level 92 on the 9th Profit 122nd year of Ascendancy at 08:22 Killed by Elota the mean looking elven guard at level 93 on the 9th Profit 122nd year of Ascendancy at 20:29 Killed by Gloldawe the elven guard at level 97 on the 10th Profit 122nd year of Ascendancy at 17:04 Killed by Mayomima the elven cultist at level 97 on the 11st Profit 122nd year of Ascendancy at 04:52 |
Primary Stats
| Strength | 107 (base 102) |
| Dexterity | 85 (base 70) |
| Constitution | 114 (base 102) |
| Magic | 112 (base 102) |
| Willpower | 83 (base 69) |
| Cunning | 59 (base 30) |
Resources
| Life | -227/4253 |
| Positive | 273/338 |
| Equilibrium | 6312 |
| Vim | 18/624 |
| Healing Factor | 2.2892957746479 |
| Regeneration | 49.563253521127 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -45.714285714286% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | -3 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 193 |
| Accuracy | 80 |
| Crit Chance | 40% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 168 |
| Accuracy | 80 |
| Crit Chance | 36% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +58% |
| Blight | +25% |
| Physical | +22% |
| All | +16% |
| Lightning | +19% |
| Light | +31% |
| Temporal | +31% |
| Fire | +35% |
| Nature | +34% |
Offense: Damage Penetration
| Acid | +26% |
| Blight | +21% |
| Physical | +27% |
| Mind | +31% |
| All | +16% |
| Lightning | +31% |
| Darkness | +30% |
| Fire | +30% |
| Nature | +26% |
Defense: Base
| Armour (hardiness) | 34 (82.720637027206%) |
| Defense | 65 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 43 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 19%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 45%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 21%( 70%) |
| Lightning | + 19%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Pinning Resistance | 48% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
| Disarm Resistance | 100% |
| Stun Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 43% |
Inscriptions (4/5)
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 672 damage for 7 turns. Its effects scale with your Magic stat. |
| Taints | Effective talent level: 1.0 Taint: ShatteringUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: An aura of destruction surrounds you for 8 turns, increasing all your damage by 16% and granting 16% resistance penetration. However, this also makes you more fragile, reducing all your resistances by 16%. Scales with Taintmarks, which will increase when you inscribe a Taint. |
| Taints | Effective talent level: 1.0 Taint: ReaperUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Charge yourself with death for 8 turns. Everytime a creature dies you draw energy from it and regain 16 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 16 but decreases your spell save by 16. Scales with Taintmarks, which will increase when you inscribe a Taint. |
Class Talents
| Corruption / Scourge | 1.30 |
| 8/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Corruption / Shadowflame | 1.30 |
| 5/5 |
| 5/5 |
| 9/5 |
| 0/5 |
| Corruption / Bone | 1.60 |
| 1/5 |
| 8/5 |
| 1/5 |
| 9/5 |
| Corruption / Plague | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.66 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Corruption / Rot | 1.30 |
| 9/5 |
| 7/5 |
| 9/5 |
| 5/5 |
| Corruption / Vim | 1.60 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.60 |
| 9/5 |
| 5/5 |
| 9/5 |
| 7/5 |
| Corruption / Blight | 1.30 |
| 9/5 |
| 7/5 |
| 8/5 |
| 9/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/44 |
| 0/35 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Celestial / Light | 0.80 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 9/5 |
| 8/5 |
| 8/5 |
| 9/5 |
| 9/5 |
| 8/5 |
| Race / Bloodruned | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Corruption / Curses | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Corruption / Torment | 1.60 |
| 9/5 |
| 2/5 |
| 9/5 |
| 9/5 |
| Corruption / Hexes | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Infestation |
| talent | Willful Tormenter |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Movement speed is reduced by 46%. Slow movement |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 74. Bloodlust |
| detrimental effect | The more you use taints, the longer they will take to recharge (+1 cooldowns). Tainted |
| beneficial effect | Increases defense by 30. Mobile Defense |
| detrimental effect | On death will restore to the source up to 16 times the vim's worth. Bleak Outcome |
| detrimental effect | The target is poisoned, taking 20.29 nature damage per turn. Deadly Poison |
| detrimental effect | The target is confused, acting randomly (chance 20%) and unable to perform complex actions. Confused |
| beneficial effect | An aura of destruction increases this creatures damage and resistance penetration by 16% but decreases its resistances by 16%. Tainted Shattering |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
Quests
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the worried loremaster from death by The Sanguine Deity. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. * '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 mastery. 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 bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
Equipment
| On feet | Islenor the pair of drakeskin leather boots (9 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +5.0% Crit.mult +3.00% Phys.pwr +5 (+1 eff.) Acc +6 (+1 eff.) Apr +13 ----- def ----- Armour +5 Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Fatigue -3% Phys.save +13 (+5 eff.) HP.reg +5.50 Heal.mod +32% ---------- misc Max.enc +50 A pair of boots made of leather. |
| Light source | Lisetta1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +9 Cun +2 Mag dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +15% light +3% blight Melee Ret 23 fire ----- def ----- Resists +6% blight +8% fire +13% darkness Affinity +5% light ---------- misc Mana/s.crit +3.00 Vim/s.crit +2.00 Light -3 Infravis +9 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 74.66 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Elenidor the cashmere wizard hat (2 def, 2 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +3.0% Mind.pwr +3 (+1 eff.) Dmg.mod +14% acid Apr +4 ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +21% acid +1% physical +6% blight Shield.pwr +7% HP.reg +2.80 A pointy cloth hat, very wizardly... |
| On hands | Branuralach the Shimmerwhisper (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 28 acid Dmg.mod +15% acid +3% lightning Res.pen +5% blight Acc +7 (+1 eff.) Melee Ret 4 lightning On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +3 Resists +16% acid +6% lightning Phys.save +9 (+3 eff.) Mind.save +10 (+3 eff.) Disarm- +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glowwinter the ash totem of thorny skin [power 26] (12/20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +6% blight ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.04 Talents +1 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Swamppeal the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +19% fire +6% physical Res.pen +5% nature Acc +2 (+0 eff.) Melee Ret 8 physical ----- def ----- Armour +4 Resists +14% blight +38% fire +15% nature Max.HP +37.00 Poison- +20% Disease- +30% Disarm- +50% Pinning- +48% Knockbk- +43% Rings can have magical properties. |
| On fingers | Daguntir the Deepsripper0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +13% acid +12% nature ----- def ----- Resists +26% acid +3% darkness +6% blight +5% arcane +24% nature Rings can have magical properties. |
| Around neck | steel amulet 'Aerilathadukan'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Fatigue -5% Resists +12% mind +1% physical HP.reg +1.10 Disease- +5% Confus- +24% Stun/Frz- +10% ---------- misc Masteries +0.16 Corruption/Reaving combat Amulets can have magical properties. |
| In main hand | voratun waraxe 'Oozesteel' (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 temporal On Hit.r1 +12 nature On Hit: * Slows global speed by 20% On Crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Dmg.mod +3% nature Res.pen +11% physical Acc +11 (+2 eff.) Apr +10 Melee Ret 19 temporal ----- def ----- Resists +14% temporal +3% nature +6% darkness One-handed war axes. |
| Around waist | Emerewyn the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +10% acid Melee Ret 4 acid ----- def ----- Resists +9% blight +16% light +18% darkness Def/telep +15 Res/telep +15% Dur/telep +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Emelulera the voratun mace (158% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +30 cold On Crit.r2 +20 fire On Hit: * 20% chance to torment the target While equipped: Stats +4 Mag dps ---------- Phys.crit +1.0% All.spd +5% Res.pen +14% fire +15% mind +14% darkness Melee Ret 4 blight ----- def ----- Armour +6 Phys.save +3 (+1 eff.) ---------- misc Max.vim +10.00 Blunt and deadly. |
| Cloak | restorative linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +11% nature +10% blight HP.reg +1.10 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cloudscar the drakeskin leather armour (15 def, 14 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +9 Wil +16 Cun dps ---------- Dmg.mod +3% nature Res.pen +15% lightning +5% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +14 Defense +15 (+4 eff.) Fatigue +8% Resists +6% lightning Mind.save +19 (+6 eff.) Max.HP +70.00 HP.reg +10.90 Heal.mod +30% A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune of the wizard (481 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 160.36 to 481.07 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Layossra the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +22% darkness +3% temporal Mind.save +6 (+2 eff.) Max.HP +20.00 Disarm- +28% Pinning- +20% Stun/Frz- +5% Knockbk- +20% Teleport- +10% Rings can have magical properties. |
Bleakrune (128% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Psionic Power 128% Range: 1.4x Uses 100% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 blight +6 acid On Hit: * 5% chance to disease * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: ----- def ----- Resists +3% darkness ---------- misc Light +3 Sharp, long, and deadly. |
voratun longsword 'Boltqueller' (155% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 15% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * leeches stamina from the target On Crit: * cripple the target While equipped: Stats +1 Str dps ---------- Phys.crit +15.0% Dmg.mod +3% lightning Res.pen +26% lightning Melee Ret 16 nature slow ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +2 See.Invis +9 Sharp, long, and deadly. |
Guyada the steel mace (104% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 105% 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+ +9 blight On Hit: * 9% chance to disease * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% physical Res.pen +7% physical Apr +9 Melee Ret 4 blight ----- def ----- Spell.save +3 (+1 eff.) Blunt and deadly. |
steel mace 'Yvalranor' (103% power, 8 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +1.0% Atk.spd 100% Phasing +10% Melee+ +13 cold While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +2 (+1 eff.) ---------- misc Vim/s.crit +2.00 Blunt and deadly. |
iron waraxe (101% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Gunirain the Swampbane (135% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% On Hit.r1 +8 nature On Crit.r2 +4 nature On Hit: * Slows global speed by 40% * 23% chance to corrode armour by 30% While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% nature Res.pen +6% acid +10% nature +5% darkness Acc +8 (+1 eff.) ----- def ----- Resists +5% all HP.reg +2.00 One-handed war axes. |
Zubodherena (103% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 104% Range: 1.3x Uses 45% Str, 45% Dex Dmg Blight Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 20% chance to disease * 25% chance for lightning to arc to a second target * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% blight Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
cured leather armour 'Branorion' (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Wil dps ---------- Phys.pwr +2 (+0 eff.) Acc +4 (+0 eff.) Melee Ret 5 light 8 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% blight +14% darkness +15% acid Max.HP +39.00 HP.reg +3.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of leather. |
steel plate armour 'Gleammortal' (4 def, 9 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Res.pen +10% light +5% mind ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +17% acid HP.reg +5.80 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of containment1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +10 Max.HP +50.00 ---------- misc Max.mana +32.00 Max.stam +25.00 Max.hate +11.00 Max.psi +20.00 Max.vim +20.00 Max.P.En +21.00 Max.N.En +21.00 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
restorative pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% HP.reg +1.50 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic iron gauntlets (0 def, 4 armour)1.5 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Max.HP +41.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Arcvenom' (0 def, 12 armour)1.5 T3 hands armor [Random Unique] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+2 eff.) Melee Ret 8 lightning ----- def ----- Armour +12 Mind.save +16 (+5 eff.) Max.HP +95.00 ---------- misc Mana/turn +0.08 Max.vim +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Hanoneg' (0 def, 5 armour)1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +1 Wil +3 Cun +3 Con ----- def ----- Armour +5 Resists +8% light +7% darkness Phys.save +19 (+7 eff.) Spell.save +19 (+6 eff.) Mind.save +12 (+4 eff.) Max.HP +46.00 Disarm- +25% ---------- misc Mana/s.crit +1.00 Infravis +1 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 91.71 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.42 to 121.26 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1366 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By The Sanguine Deity the Bloodruned Reaver level 88
3rd Profit 122nd year of Ascendancy at 03:43 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By The Sanguine Deity the Bloodruned Reaver level 40
20th Voratun 122nd year of Ascendancy at 02:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By The Sanguine Deity the Bloodruned Reaver level 10
16th Voratun 122nd year of Ascendancy at 11:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By The Sanguine Deity the Bloodruned Reaver level 20
16th Voratun 122nd year of Ascendancy at 16:58 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By The Sanguine Deity the Bloodruned Reaver level 30
17th Voratun 122nd year of Ascendancy at 10:19 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By The Sanguine Deity the Bloodruned Reaver level 40
19th Voratun 122nd year of Ascendancy at 21:28 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By The Sanguine Deity the Bloodruned Reaver level 50
22nd Voratun 122nd year of Ascendancy at 03:43 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By The Sanguine Deity the Bloodruned Reaver level 91
4th Profit 122nd year of Ascendancy at 08:41 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By The Sanguine Deity the Bloodruned Reaver level 92
9th Profit 122nd year of Ascendancy at 10:34 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By The Sanguine Deity the Bloodruned Reaver level 67
27th Voratun 122nd year of Ascendancy at 21:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By The Sanguine Deity the Bloodruned Reaver level 54
23rd Voratun 122nd year of Ascendancy at 10:59 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By The Sanguine Deity the Bloodruned Reaver level 92
9th Profit 122nd year of Ascendancy at 10:34 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By The Sanguine Deity the Bloodruned Reaver level 66
27th Voratun 122nd year of Ascendancy at 19:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By The Sanguine Deity the Bloodruned Reaver level 51
22nd Voratun 122nd year of Ascendancy at 17:23 see stats
Log
Porovena the elven blood mage's Throwing Knife hits The Sanguine Deity for (37 resist armour), 59 physical (59 total damage).
Elumida the elven warrior's spell attains critical power!
Elumida the elven warrior uses Shield Pummel.
Elumida the elven warrior uses Shield Pummel.
Elumida the elven warrior misses The Sanguine Deity.
Elumida the elven warrior is covered in acid!
The Sanguine Deity HEALS from light damage!
Mayomima the elven cultist receives 255 healing.
Weakness Disease from Mayomima the elven cultist hits Elumida the elven warrior for (14 turned into osmosis), 14 blight (14 total damage).
The Sanguine Deity hits Elumida the elven warrior for (5 turned into osmosis), 5 acid, (8 turned into osmosis), 8 physical, (4 turned into osmosis), 4 blight, (27 turned into osmosis), 27 fire, (4 turned into osmosis), 4 lightning, (21 turned into osmosis), 21 temporal (69 total damage).
Acid Splash from The Sanguine Deity hits Porovena the elven blood mage for (54 turned into osmosis), 54 acid (54 total damage).
Acid Splash from The Sanguine Deity hits Mayomima the elven cultist for 59 acid damage.
Elumida the elven warrior receives 58 healing.
Elumida the elven warrior hits The Sanguine Deity for (37 resist armour), 117 physical, (18 resist armour), 0 cold (117 total damage).
Elumida the elven warrior's light area effect hits The Sanguine Deity for (37 resist armour), 21 light, 9 healing (21 total damage) [9 healing].
Porovena the elven blood mage receives 128 healing.
Elumida the elven warrior hits The Sanguine Deity for (37 resist armour), 16 fire, (37 resist armour), 60 physical (75 total damage).
Elumida the elven warrior hits Mayomima the elven cultist for 77 fire, (106 blocked), 0 physical (77 total damage).
Elumida the elven warrior hits Porovena the elven blood mage for (75 turned into osmosis), 75 fire, (71 turned into osmosis), 71 physical (146 total damage).
Bethawe the mean looking elven guard casts Invoke Darkness.
Bethawe the mean looking elven guard casts Invoke Darkness.
Bethawe the mean looking elven guard hits The Sanguine Deity for (37 resist armour), 204 darkness (204 total damage).
Porovena the elven blood mage casts Flame Leash.
Porovena the elven blood mage casts Flame Leash.
Mayomima the elven cultist casts Virulent Disease.
Mayomima the elven cultist casts Virulent Disease.
The Sanguine Deity resists the disease!
Mayomima the elven cultist performs a melee critical strike against The Sanguine Deity!
Saving game...
















































































































