











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 19 / 1% |
Size | medium |
Lifes / Deaths | Killed by Chronolith Twin at level 19 on the 64th Regrowth 123rd year of Ascendancy at 05:16 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 40) |
Dexterity | 67 (base 47) |
Constitution | 17 (base 10) |
Magic | 8 (base 10) |
Willpower | 42 (base 10) |
Cunning | 26 (base 12) |
Resources
Life | -9/473 |
Stamina | 114/234 |
Equilibrium | 10 |
Healing Factor | 1.5561497326203 |
Regeneration | 101.78775401069 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +81.081081081081% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 39.602579952692 |
See Invisible | 39.602579952692 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 95 |
Accuracy | 40 |
Crit Chance | 9% |
APR | 7 |
Speed | 0.80 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +25% |
Temporal | +3% |
Light | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Arcane | +15% |
Physical | +38% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 22 (38.536585365854%) |
Defense | 41 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 27 |
Mental Save | 35 |
Defense: Resistances
Blight | + 16%( 70%) |
Physical | -3%( 70%) |
Cold | + 9%( 70%) |
All | -14%( 70%) |
Darkness | 0%( 70%) |
Light | -3%( 70%) |
Temporal | + 6%( 70%) |
Arcane | + 14%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Confusion Resistance | 5% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Disarm Resistance | 20% |
Teleport Resistance | 0% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.35 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | Reduces global action speed by 23%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | A flow of life spins around the target, regenerating 64.16 life per turn. Regeneration |
beneficial effect | You gain 28% resistance against temporal. Resolve |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 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 | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | 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 talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed orc heart. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | 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! | 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 | ![]() Xerin the Skyrigor (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Changes resistances: +3%(-) blight Confusion immunity: +5% (-) Stun/Freeze immunity: +10% (-) Infravision radius: +1 (-) A pair of boots made of leather. |
Quiver | ![]() deadly quiver of ash arrows of accuracy (18/19, 30.5-42.7 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +11 (-) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Capacity: 19 (-) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
Light source | ![]() Emeletira Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances penetration: +15%(-) arcane Mana each turn: +0.08 (-) Maximum life: +40.00 (-) Mental crit. chance: +4% (-) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) (-) Changes stats: +6(-) Cun / +8(-) Wil Changes resistances penetration: +15%(-) nature Changes damage: +20%(-) nature Talent masteries: +0.10(-) Wild-gift / Moss Mental save: +12 (+6 eff.) (-) Blindness immunity: +100% (-) Infravision radius: +2 (-) See stealth: +15 (-) See invisible: +15 (-) It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | ![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Ulfomnir the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Armour: +4 (-) Damage when hit (Melee): 8(-) temporal Changes resistances penetration: +5%(-) temporal / +20%(-) physical Changes damage: +3%(-) temporal Critical mult.: +3.00% (-) Disarm immunity: +20% (-) Pinning immunity: +21% (-) Knockback immunity: +23% (-) Maximum life: +25.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Glittergash the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Armour: +0 (-4) Fatigue: -4% Damage when hit (Melee): 0(-8) temporal Changes stats: +1 Cun / +6 Dex Changes resistances penetration: +0%(-5%) temporal / +0%(-20%) physical Changes damage: +3% light / +0%(-3%) temporal Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-3.00%) Maximum encumbrance: +21 Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() mage-hunter's yew longbow of dexterity (+5) Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +8 (-) When wielded/worn: Effects on ranged hit: * 8 arcane resource burn Damage (Ranged): 0(-8) item manaburn arcane Changes stats: +5(-) Dex / +5(-) Wil / +2(-) Cun Changes resistances penetration: +18%(-) physical Talent masteries: +0.15(-) Wild-gift / Antimagic Mindpower: +15 (+7 eff.) (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | ![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
Main armor | ![]() Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +8 (+4 eff.) (-) Ranged Defense: +4 (+1 eff.) (-) Fatigue: +8% (-) Changes stats: +4(-) Con / +3(-) Wil Changes resistances: +20%(-) nature / +25%(-) arcane Talent masteries: +0.20(-) Wild-gift / Antimagic Spell save: +18 (+10 eff.) (-) Stun/Freeze immunity: +25% (-) Life regen: +1.00 (-) Healing mod.: +20% (-) Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Cloak | ![]() Flareedge the linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 16(-) fire Changes stats: +2(-) Dex / +1(-) Cun / +2(-) Con Stamina each turn: +0.40 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() starlit steel amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2(-) Dex Changes resistances: +10%(-) light / +12%(-) darkness Blindness immunity: +22% (-) Amulets can have magical properties. |
Inventory
![]() healing infusion of the psychic (heal 123) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123(-62) and cleanse 1 wound and 1 poison effect. Its effects scale with your -Dexterity, +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion of the psychic (resist 14%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or -physical effect and reduce all damage taken by 14%(+0%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion of the wizard (resist 14%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or -physical effect and reduce all damage taken by 14%(+0%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Poretha Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Dex / +3 Wil Changes resistances: +0%(-10%) light / +0%(-12%) darkness Changes damage: +6% acid Blindness immunity: +0% (-22%) Poison immunity: +20% Confusion immunity: +15% Amulets can have magical properties. |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-2) Dex Changes resistances: +0%(-10%) light / +0%(-12%) darkness Blindness immunity: +0% (-22%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Armour: +0 (-4) Fatigue: -5% Damage when hit (Melee): 0(-8) temporal Changes resistances penetration: +0%(-5%) temporal / +0%(-20%) physical Changes damage: +0%(-3%) temporal Critical mult.: +0.00% (-3.00%) Mental save: -7 (-3 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-25.00) 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 |
![]() Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Armour: +0 (-4) Damage when hit (Melee): 0(-8) temporal Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes resistances penetration: +0%(-5%) temporal / +0%(-20%) physical Changes damage: +0%(-3%) temporal / +15% cold Critical mult.: +0.00% (-3.00%) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-25.00) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.53 cold and 11.53 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
![]() conjurer's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Armour: +0 (-4) Damage when hit (Melee): 0(-8) temporal Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +0%(-5%) temporal / +0%(-20%) physical Changes damage: +0%(-3%) temporal Critical mult.: +0.00% (-3.00%) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-25.00) Spellpower: +7 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() copper ring 'Malegen' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Armour: +0 (-4) Damage when hit (Melee): 0(-8) temporal Changes resistances: +3% acid / +6% darkness / +5% arcane / +3% lightning Changes resistances penetration: +0%(-5%) temporal / +0%(-20%) physical Changes damage: +0%(-3%) temporal Critical mult.: +0.00% (-3.00%) Spell save: +12 (+6 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Stun/Freeze immunity: +21% Knockback immunity: +0% (-23%) Life regen: +0.80 Maximum life: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() titan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Armour: +0 (-4) Damage when hit (Melee): 0(-8) temporal Changes stats: +3 Con Changes resistances penetration: +0%(-5%) temporal / +0%(-20%) physical Changes damage: +0%(-3%) temporal Critical mult.: +0.00% (-3.00%) Physical save: +6 (+3 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Magmapiety Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +6 (-2) Burst (radius 1) on hit: +4 fire When wielded/worn: Damage (Ranged): 0(-8) item manaburn arcane Changes stats: +0(-5) Dex / +0(-5) Wil / +0(-2) Cun Changes resistances: +24% acid / +3% darkness / +12% fire / +11% lightning / +11% cold Changes resistances penetration: +0%(-18%) physical Talent mastery: +0.00(-0.15) Wild-gift / Antimagic Spell save: +9 (+5 eff.) Mindpower: +0 (+0 eff.) (-15 (-7 eff.)) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() elm longbow of power Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +6 (-2) When wielded/worn: Damage (Ranged): 0(-8) item manaburn arcane Changes stats: +0(-5) Dex / +0(-5) Wil / +0(-2) Cun Changes resistances penetration: +14%(-4%) physical Changes damage: +12% physical Talent mastery: +0.00(-0.15) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-15 (-7 eff.)) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() insulating rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +6%(-14%) cold / +0%(-20%) nature / +5% fire Mental save: +5 (+3 eff.) Spellpower: +2 (+1 eff.) Healing mod.: +0% (-30%) A belt that goes around your waist. |
![]() linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 0(-16) fire Changes stats: +2(-) Dex / +2(+1) Cun / +0(-2) Con Stamina each turn: +0.00 (-0.40) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() insulating pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: +2% (+1%) Damage (Melee): 0(-30) item lightning daze Changes resistances: +0%(-3%) blight / +5% cold / +5% fire Confusion immunity: +0% (-5%) Stun/Freeze immunity: +0% (-10%) Infravision radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Cloudhunt (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes stats: +0(-4) Cun / +1(-3) Wil Changes resistances: +0%(-10%) nature Changes damage: +4% physical / +6% mind / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Mental save: +10 (+5 eff.) Poison immunity: +0% (-20%) Psi when hit: +0.12 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2(-2) Cun / +3(-1) Wil Changes resistances: +0%(-10%) nature / +10% fire Changes damage: +0%(-5%) nature / +5% fire Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.99 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() radiant rough leather gloves of dexterity (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 Damage (Melee): 5 light Changes stats: +3 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +5% light / +0%(-10%) nature Changes damage: +3% light / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Dazzleserpent (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) (-5 (-2 eff.)) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +2 Dex / +0(-6) Cun / +0(-8) Wil Changes resistances: +3% light / +3% blight Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-100%) Cut immunity: +20% Silence immunity: +5% Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
![]() grounding linen wizard hat of the mind (+5%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-7 (-3 eff.)) Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +5% lightning / +5% temporal / +11% mind Changes resistances penetration: +0%(-15%) nature Changes damage: +11% mind / +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
![]() Rotstreak (1 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +1 (+1 eff.) (-7 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-1 eff.)) Fatigue: +6% (-2%) Damage when hit (Melee): 8 nature / 4 acid Changes stats: +0(-4) Con / +0(-3) Wil Changes resistances: +10% blight / +11%(-9%) nature / +0%(-25%) arcane Changes resistances penetration: +25% acid Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-18 (-10 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Healing mod.: +0% (-20%) A suit of armour made of leather. |
![]() rough leather armour of acid resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +1 (+1 eff.) (-7 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-1 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-4) Con / +0(-3) Wil Changes resistances: +16% acid / +0%(-20%) nature / +0%(-25%) arcane Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-18 (-10 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Healing mod.: +0% (-20%) A suit of armour made of leather. |
![]() Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2(-12.5 - -17.5) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-11) Armour Penetration: +10 (+3) Crit. chance: +5.0% (+3.5%) Capacity: 20 (1) On weapon hit: + afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. Tap to cycle through comparison choices |
![]() acidic quiver of elm arrows (19/19, 15.5-21.7 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7(-15.0 - -21.0) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-11) Armour Penetration: +5 (-2) Crit. chance: +1.0% (-0.5%) Capacity: 19 (-) On weapon crit: + splashes the target with acid Damage (Ranged): +11 acid Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
![]() high-capacity quiver of elm arrows of accuracy (34/34, 16.5-23.1 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1(-14.0 - -19.6) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +11 (-) Armour Penetration: +5 (-2) Crit. chance: +1.0% (-0.5%) Capacity: 34 (15) When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
![]() quiver of ash arrows 'Blastenvy' (18/18, 25-35 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 25.0 - 35.0(-5.5 - -7.7) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-11) Armour Penetration: +7 (-) Crit. chance: +3.5% (+2.0%) Capacity: 18 (-1) On weapon crit: + splashes the target with acid Damage (Ranged): +9 acid Burst (radius 2) on crit: +4 lightning / +12 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-5) Wil Changes damage: +4% blight Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Changes resistances: +11% nature Changes damage: +5% nature Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Changes resistances: +11% nature Changes damage: +6% nature Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +30% light Changes resistances penetration: +0%(-15%) arcane Changes damage: +10% light Mana each turn: +0.00 (-0.08) Maximum life: +0.00 (-40.00) Mental crit. chance: +0% (-4%) Light radius: +4 (+2) Healing mod.: +10% It can be used to call light (99 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances penetration: +0%(-15%) arcane Physical save: +6 (+3 eff.) Mana each turn: +0.00 (-0.08) Maximum life: +45.00 (+5.00) Mental crit. chance: +0% (-4%) Light radius: +2 (-) Healing mod.: +10% 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. |
![]() Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck / +0(-5) Wil Trap disarming bonus: +5 Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 182 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Llawen the Thalore Archer level 16
33rd Regrowth 123rd year of Ascendancy at 09:22 see stats
By Llawen the Thalore Archer level 15
21st Haze 122nd year of Ascendancy at 12:50 see stats
By Llawen the Thalore Archer level 10
23rd Dusk 122nd year of Ascendancy at 22:44 see stats
By Llawen the Thalore Archer level 17
59th Regrowth 123rd year of Ascendancy at 12:59 see stats
By Llawen the Thalore Archer level 15
33rd Haze 122nd year of Ascendancy at 14:38 see stats
By Llawen the Thalore Archer level 16
33rd Regrowth 123rd year of Ascendancy at 09:52 see stats
By Llawen the Thalore Archer level 10
23rd Dusk 122nd year of Ascendancy at 22:44 see stats
By Llawen the Thalore Archer level 9
6th Dusk 122nd year of Ascendancy at 18:55 see stats
By Llawen the Thalore Archer level 16
33rd Regrowth 123rd year of Ascendancy at 09:22 see stats
By Llawen the Thalore Archer level 5
2nd Mirth 122nd year of Ascendancy at 23:20 see stats
By Llawen the Thalore Archer level 16
33rd Regrowth 123rd year of Ascendancy at 09:22 see stats
Log
Llawen uses Volley.
Llawen uses Headshot.
Llawen shoots!
Llawen is free from the entropy.
Llawen shoots!
Target out of range. Hold to force your weapon to fire at targets beyond its range (8).
Chronolith Twin casts Gravity Well.
Llawen slows down.
Chronolith Twin's gravity area effect hits Llawen for 29 physical damage.
Llawen shoots!
Llawen is no longer toxic to arcane users.
Talent Infusion: Healing is ready to use.
Talent Steady Shot is ready to use.
Chronolith Twin's gravity area effect hits Llawen for 29 physical damage.
Chronolith Twin casts Gravity Spike.
Llawen is drawn in by the singularity!
Llawen's Infusion: Healing is disrupted by the Energy Absorption!
Llawen's Infusion: Wild is disrupted by the Energy Absorption!
Chronolith Twin hits Llawen for 132 physical damage.
Chronolith Twin's gravity area effect hits Llawen for 35 physical damage.
Talent Sentinel is ready to use.
Llawen uses Infusion: Regeneration.
Llawen starts regenerating health quickly.
Chronolith Twin casts Repulsion Blast.
Saving game...