Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! 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. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Marauder |
| Level / Exp | 25 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by elven mage at level 25 on the 55th Pyre 123rd year of Ascendancy at 07:26 / 2Killed by elven cultist at level 25 on the 55th Pyre 123rd year of Ascendancy at 07:41 |
Primary Stats
| Strength | 52.440408722683 (base 50) |
| Dexterity | 49.27830378167 (base 42) |
| Constitution | 9.2872694012541 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 28 (base 12) |
Resources
| Life | -237/511 |
| Mana | 249/249 |
| Stamina | 184/194 |
| Healing Factor | 1.17 |
| Regeneration | 4.0365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 15 |
| See Stealth | 9 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 40 |
| Crit Chance | 27% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 23 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.9 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 31.473703161792 |
| Ranged Defense | 31.473703161792 |
| Fatigue | 14 |
| Physical Save | 21.502343671689 |
| Spell Save | 20.375 |
| Mental Save | 14.05 |
Defense: Resistances
| All | -16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Bleed Resistance | 100% |
| Knockback Resistance | 30% |
| Fear Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 45.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Effects
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 12% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its strength by 26 and doing 88.58 blight damage per turn. Weakness Disease |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 26 and doing 40.70 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 16 and doing 122.13 blight damage per turn. Rotting Disease |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed snow giant kidney. * You've found the needed ice wyrm tooth. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ritch stinger. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. Flashqueller (Light source)] FlashquellerFlashqueller Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage (Melee): 0(-30) item lightning daze Changes resistances: +7%(-) temporal / +7%(-) cold Changes resistances penetration: +10%(-) mind Changes damage: +6%(-) mind Light radius: +3 (-) Defense after a teleport: +13 (-) Resist all after a teleport: +12% (-) New effects duration reduction after a teleport: +16% (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Xavea (0 def, 4 armour) (On head)] Xavea (0 def, 4 armour)Xavea (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Damage when hit (Melee): 7(-) physical Changes stats: +4(-) Str / +3(-) Con Mental save: +6 (+6 eff.) (-) Mental crit. chance: +2% (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 145.5 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)] Gloves of the Firm Hand (0 def, 8 armour)Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | [vs. Taintspiker [power 33] (39 cooldown) (Tool)] Taintspiker [power 33] (39 cooldown)Taintspiker [power 33] (39 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage (Melee): 0(-40) item nature slow Changes damage: +6%(-) nature / +6%(-) fire It can be used to teleport randomly (rad 33), putting all charms on cooldown for 39 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Changes stats: +5(-) Dex / +4(-) Cun / +1(-) Con Changes resistances: +9%(-) darkness Changes damage: +9%(-) lightning Spell save: +12 (+12 eff.) (-) Blindness immunity: +22% (-) Maximum stamina: +10.00 (-) Infravision radius: +4 (-) See stealth: +9 (-) See invisible: +7 (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: -5% Changes stats: +0(-5) Dex / +0(-4) Cun / +0(-1) Con Changes resistances: +0%(-9%) darkness Changes damage: +0%(-9%) lightning Spell save: +0 (+0 eff.) (-12 (-12 eff.)) Mental save: -7 (-7 eff.) Blindness immunity: +0% (-22%) Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-4) See stealth: +0 (-9) See invisible: +0 (-7) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| Around neck | [vs. The Black Core (Around neck)] The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(-) darkness Talent masteries: +0.20(-) Corruption / Black-magic Blindness immunity: +100% (-) Only die when reaching: -100.00 life (-) Spellpower: +5 (+5 eff.) (-) Infravision radius: +6 (-) Shadow Power: +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | [vs. Aerodig the Darkmaim (153% power, 9 apr) (In main hand, 1 of 2)] Aerodig the Darkmaim (153% power, 9 apr)Aerodig the Darkmaim (153% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 154% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-) Physical crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Melee): +32(-) insidious poison / +12(-) acid Burst (radius 2) on crit: +8(-) darkness When wielded/worn: Damage when hit (Melee): 4(-) temporal Changes resistances penetration: +5%(-) temporal Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Malorogar (Around waist)] MalorogarMalorogar Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2(-) Str / +6(-) Dex / +1(-) Wil / +5(-) Cun / +8(-) Lck Changes resistances: +8%(-) acid / +8%(-) fire / +8%(-) cold / +7%(-) lightning Trap disarming bonus: +21 (-) Stealth bonus: +10 (-) Life regen: +3.20 (-) Only die when reaching: -20.00 life (-) Maximum stamina: +10.00 (-) Infravision radius: +5 (-) Healing mod.: +17% (-) A belt that goes around your waist. |
| In off hand | [vs. Aerodig the Darkmaim (153% power, 9 apr) (In main hand, 1 of 2)] quick stralite dagger of projection (132% power, 9 apr)quick stralite dagger of projection (132% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% (-21%) Range: 1.3x (+0.0x) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-) Physical crit. chance: +8.0% (-2.0%) Attack speed: 111% (+11%) On weapon hit: * 0% chance to gain 10% of a turn (-20%) On weapon crit: - splashes the target with acid Damage (Melee): +0(-32) insidious poison / +0(-12) acid / +12 mind Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 0(-4) temporal Changes stats: +4 Dex Changes resistances penetration: +0%(-5%) temporal 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. Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] Fearfire Mantle (14 def, 0 armour)Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) (-) Damage when hit (Melee): 30(-) fire Changes resistances: +10%(-) fire / +10%(-) darkness / +10%(-) cold Talent masteries: +0.20(-) Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | [vs. Haridorek the Abyssbane (11 def, 6 armour) (Main armor)] Haridorek the Abyssbane (11 def, 6 armour)Haridorek the Abyssbane (11 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +7 (-) Physical crit. chance: +5.0% (-) Armour: +6 (-) Defense: +11 (+6 eff.) (-) Fatigue: +8% (-) Changes resistances: +15%(-) acid / +20%(-) fire Changes resistances penetration: +5%(-) arcane Changes damage: +9%(-) arcane / +6%(-) fire Stamina each turn: +0.70 (-) Chance to avoid any damage: +6% (-) It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
Inventory
phase door rune (range 5; power 16; dur 3) phase door rune (range 5; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
phase door rune of the duelist (range 9; power 25; dur 4) phase door rune of the duelist (range 9; power 25; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
phase door rune of the titan (range 10; power 23; dur 5) phase door rune of the titan (range 10; power 23; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Constitution 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. |
phase door rune of the titan (range 6; power 21; dur 4) phase door rune of the titan (range 6; power 21; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution 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. |
vision rune of the sneak (radius 8; dur 12; see humanoid) vision rune of the sneak (radius 8; dur 12; see humanoid)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: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 15) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. Its effects scale with your Cunning 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. |
Rune of the Rift (194.00 temporal damage, removed from time 4 turns) Rune of the Rift (194.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 197.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
[vs. The Black Core (Around neck)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
[vs. The Black Core (Around neck)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +0%(-15%) darkness Damage affinity(heal): +15% nature Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Life regen: +0.20 Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +5 (+3 eff.) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 151 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. The Black Core (Around neck)] stralite amulet 'Bileransom'This item will automatically be transmogrified when you leave the level. stralite amulet 'Bileransom' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex / +1 Mag / +3 Cun Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Life regen: +3.80 Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Light radius: +1 Infravision radius: +0 (-6) See invisible: +6 Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. Wheel of Fate (On fingers, 1 of 2)] wizard's gold ring of perseverancewizard's gold ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-5) Dex / +4 Mag / +0(-4) Cun / +0(-1) Con Changes resistances: +0%(-9%) darkness Changes damage: +0%(-9%) lightning Spell save: +8 (+8 eff.) (-4 (-4 eff.)) Blindness immunity: +0% (-22%) Stun/Freeze immunity: +22% Life regen: +0.80 Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-4) See stealth: +0 (-9) See invisible: +0 (-7) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Aerodig the Darkmaim (153% power, 9 apr) (In main hand, 1 of 2)] Silent Blade (129% power, 10 apr)Silent Blade (129% power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (-25%) Range: 1.3x (+0.0x) Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+1) Physical crit. chance: +8.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (-20%) On weapon crit: - splashes the target with acid When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence / +0(-32) insidious poison / +0(-12) acid Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 0(-4) temporal Changes resistances penetration: +0%(-5%) temporal A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
[vs. Aerodig the Darkmaim (153% power, 9 apr) (In main hand, 1 of 2)] stralite dagger of amnesia (132% power, 9 apr)stralite dagger of amnesia (132% power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% (-21%) Range: 1.3x (+0.0x) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-) Physical crit. chance: +8.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (-20%) + 25% chance to put talents on cooldown On weapon crit: - splashes the target with acid Damage (Melee): +0(-32) insidious poison / +0(-12) acid Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes resistances penetration: +0%(-5%) temporal Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Malorogar (Around waist)] rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +0(-2) Str / +0(-6) Dex / +0(-1) Wil / +0(-5) Cun / +0(-8) Lck Changes resistances: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-7%) lightning Trap disarming bonus: +0 (-21) Stealth bonus: +0 (-10) Spell save: +6 (+3 eff.) Life regen: +0.00 (-3.20) Only die when reaching: +0.00 life (+20.00 life) Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-5) Healing mod.: +0% (-17%) Size category: +1 A belt that goes around your waist. |
[vs. Malorogar (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Changes stats: +0(-2) Str / +0(-6) Dex / +0(-1) Wil / +0(-5) Cun / +0(-8) Lck Changes resistances: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-7%) lightning Trap disarming bonus: +0 (-21) Stealth bonus: +0 (-10) Maximum encumbrance: +70 Knockback immunity: +40% Life regen: +0.00 (-3.20) Only die when reaching: +0.00 life (+20.00 life) Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-5) Healing mod.: +0% (-17%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Defense: +0 (+0 eff.) (-14 (-7 eff.)) Damage when hit (Melee): 0(-30) fire Changes resistances: +0%(-10%) cold / +0%(-10%) fire / +0%(-10%) darkness / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.00(-0.20) Corruption / Fearfire +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+6 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 43.19 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
[vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] cashmere cloak 'Emiranne' (2 def, 0 armour)cashmere cloak 'Emiranne' (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Defense: +2 (+1 eff.) (-12 (-6 eff.)) Damage when hit (Melee): 0(-30) fire Changes stats: +2 Str / +2 Dex / +1 Mag / +3 Wil / +1 Cun / +2 Con Changes resistances: +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) cold Talent mastery: +0.00(-0.20) Corruption / Fearfire Spell save: +6 (+3 eff.) Stamina each turn: +1.00 Maximum mana: +43.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Damage when hit (Melee): 0(-30) fire Changes resistances: +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) cold Talent mastery: +0.00(-0.20) Corruption / Fearfire Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
[vs. Xavea (0 def, 4 armour) (On head)] The Face of Fear (8 def, 0 armour)The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +8 (+4 eff.) Fatigue: +0% (-4%) Damage when hit (Melee): 0(-7) physical Changes stats: +0(-4) Str / +8 Wil / +6 Cun / +0(-3) Con Talent mastery: +0.20 Cursed / Fears Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Fear immunity: +60% Mindpower: +16 (+9 eff.) Mental crit. chance: +0% (-2%) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 9%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
173 alchemist agate 173 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Flashqueller (Light source)] Spectral CageSpectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage (Melee): 0(-30) item lightning daze Changes resistances: +0%(-7%) temporal / +20%(+13%) cold Changes resistances penetration: +0%(-10%) mind / +10% cold Changes damage: +0%(-6%) mind / +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+8 eff.) Light radius: +5 (+2) Defense after a teleport: +0 (-13) Resist all after a teleport: +0% (-12%) New effects duration reduction after a teleport: +0% (-16%) It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
[vs. Taintspiker [power 33] (39 cooldown) (Tool)] iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-40) item nature slow Changes stats: +1 Str Changes damage: +0%(-6%) nature / +0%(-6%) fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (0/1) Rod of Recall (0/1)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 201/400. 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. |
[vs. Taintspiker [power 33] (39 cooldown) (Tool)] supercharged elm wand of clairvoyance [power 9] (8 cooldown)supercharged elm wand of clairvoyance [power 9] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage (Melee): 0(-40) item nature slow Changes damage: +0%(-6%) nature / +0%(-6%) fire It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By hveim the Skeleton Marauder level 15
52nd Dusk 122nd year of Ascendancy at 10:19 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By hveim the Skeleton Marauder level 22
27th Pyre 123rd year of Ascendancy at 05:57 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By hveim the Skeleton Marauder level 22
49th Pyre 123rd year of Ascendancy at 15:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By hveim the Skeleton Marauder level 16
25th Haze 122nd year of Ascendancy at 00:02 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By hveim the Skeleton Marauder level 18
44th Haze 122nd year of Ascendancy at 08:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By hveim the Skeleton Marauder level 10
5th Dusk 122nd year of Ascendancy at 00:33 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By hveim the Skeleton Marauder level 20
80th Regrowth 123rd year of Ascendancy at 13:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By hveim the Skeleton Marauder level 18
10th Decay 122nd year of Ascendancy at 16:35 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By hveim the Skeleton Marauder level 12
17th Dusk 122nd year of Ascendancy at 10:51 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By hveim the Skeleton Marauder level 9
9th Flare 122nd year of Ascendancy at 20:21 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By hveim the Skeleton Marauder level 18
46th Regrowth 123rd year of Ascendancy at 20:56 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By hveim the Skeleton Marauder level 18
46th Regrowth 123rd year of Ascendancy at 14:55 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By hveim the Skeleton Marauder level 25
55th Pyre 123rd year of Ascendancy at 07:26 see stats
Log
Something hits Mean looking elven guard for 122 blight, 122 blight (244 total damage).
Elven mage casts Earthen Missiles.
Elven mage starts to bleed.
Elven mage vanishes from sight.
Elven mage deactivates Secrets of the Eternals.
hveim damages herself through Martyrdom!
hveim hits Mean looking elven guard for 6 physical, 24 fire, 3 temporal (34 total damage).
Mean looking elven guard hits hveim for 108 physical, 1 physical, 2 fire, 0 temporal (111 total damage).
Elven mage's Earthen Missiles hits Elven mage for 88 physical, 15 physical (102 total damage).
Elven mage's Earthen Missiles hits Elven mage for 88 physical, 15 physical (102 total damage).
Elven mage casts Earthen Missiles.
Elven guard vanishes from sight.
Elven guard deactivates Secrets of the Eternals.
Elven guard starts to bleed.
hveim drains life from Mean looking elven guard!
hveim drains life from Elven cultist!
hveim damages herself through Martyrdom!
hveim leeches life from Elven cultist!
Elven mage's Earthen Missiles hits Elven guard for 98 physical, 16 physical (115 total damage).
Elven mage's Earthen Missiles hits Elven guard for 98 physical, 16 physical (115 total damage).
Mean looking elven guard hits hveim for 1 fire, 2 healing (1 total damage) [2 healing].
Elven mage's Earthen Missiles hits Elven mage for 88 physical, 15 physical (102 total damage).
hveim hits Mean looking elven guard for 16 fire damage.
hveim hits Elven cultist for 15 fire damage.
Elven cultist hits hveim for 5 healing, 0 fire, 2 healing (0 total damage) [7 healing].
Elven mage's Shock hits hveim for 130 lightning damage.
Elven mage's Earthen Missiles hits Elven guard for 98 physical, 16 physical (115 total damage).
Hveim is dazed!
Hveim is not dazed anymore.
Saving game...
