Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marksman 1.4.9A complete rework for Archer. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Bastion 1.4.6A complete rework for Bulwark. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Inferno Race Pack 1.4.0Adds a collection of my races. Better Mages and Rogues 1.4.9Minor buffs to some classes. Changes: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escort Mastery Buff Addon 1.4.8Murder - Quoth the Raven 1.4.0Adds the Murder tree for necromancers, allowing them to conjure flocks of crows. Primal Chosen Class 1.4.0Adds the Primal Chosen class, a celestial brawler that wields temporal and darkness damage, before slowly discovering a talent for chronomancy. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Commando class 1.4.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Classic Berzerker Remix 1.3.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Safer quest npcs 1.4.4Lets the player make important npcs have more health or be invulnernable to help with mods that increase risk of quest npcs dieing like warzones Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Abomination |
| Class | Dark Priest |
| Level / Exp | 73 / 86% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Zuboriavena the polar bear at level 73 on the 7th Haze 122nd year of Ascendancy at 03:22 / 1 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 35 (base 18) |
| Constitution | 72 (base 20) |
| Magic | 114 (base 80) |
| Willpower | 123 (base 78) |
| Cunning | 80 (base 64) |
Resources
| Life | -1296/2281 |
| Mana | 1544/1594 |
| Stamina | 568/568 |
| Healing Factor | 2.4592857142857 |
| Regeneration | 101.97564177851 |
Speed
| Mental | -58.858858536334% |
| Attack | -67.048790510764% |
| Movement | +90.799276278474% |
| Spell | -60.915587838314% |
| Global | +56.561085972851% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 8 |
| See Stealth | 9 |
| See Invisible | 34 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 76 |
| Crit Chance | 65% |
| APR | 14 |
| Speed | 2.43 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 105 |
| Crit Chance | 79% |
| Speed | 2.5585647696661 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 56% |
| Speed | 3.034789968261 |
Offense: Damage Bonus
| All | +11% |
Defense: Base
| Armour (hardiness) | 81.783881021415 (71.307119948365%) |
| Defense | 46 |
| Ranged Defense | 48 |
| Fatigue | 7 |
| Physical Save | 53 |
| Spell Save | 60 |
| Mental Save | 66 |
Defense: Resistances
| All | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 27% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Pinning Resistance | 5% |
| Disarm Resistance | 82% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (255% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (255% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Unlight | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Spell / Arcane Weapon | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Malediction | 1.30 |
| 7/5 |
| 6/5 |
| 7/5 |
| 1/5 |
| Spell / Dark Adept | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dark | 1.30 |
| 1/5 |
| 6/5 |
| 6/5 |
| 3/5 |
| Spell / Unhealing | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 7/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Abomination | 1.20 |
| 7/5 |
| 7/5 |
| 6/5 |
| 6/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Zeal | 1.30 |
| 2/5 |
| 2/5 |
| 6/5 |
| 0/5 |
| Cunning / Wicked Mind | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Wicked Fervor |
| talent | Aura of Unlight |
| talent | Sinister Power |
| talent | Defensive Posture |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 67%. Cripple |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
| detrimental effect | Huge cut that bleeds, doing 132.68 physical damage per turn. Bleeding |
| beneficial effect | The target is siphoning life, regenerating 5.72 life per turn. Dark Siphoning |
| beneficial effect | Fully absorbs 2 fire attacks. Ward |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The target has a 40% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| beneficial effect | The target is storing Shadow Charges, up to a maximum of 10. Shadow Charges |
| beneficial effect | Grants invisibility (power 28), reducing damage dealt by 18% . This is taxing, increasing fatigue by 3%. Unseen |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Vision (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Velidheraba' (0 def, 1 armour) pair of rough leather boots 'Velidheraba' (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 acid Changes stats: +4 Dex / +5 Mag / +3 Wil / +7 Lck Changes resistances: +9% mind / +9% blight Stealth bonus: +7 Spell save: +2 (+0 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +5% Silence immunity: +28% Confusion immunity: +21% Pinning immunity: +5% Stun/Freeze immunity: +24% Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 22 turns. A pair of boots made of leather. |
| On feet | stealthy pair of hardened leather boots of strife (0 def, 3 armour) stealthy pair of hardened leather boots of strife (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex / +4 Wil / +5 Con / +11 Lck Changes resistances penetration: +8% physical Stealth bonus: +10 Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Charcast the brass lantern Charcast the brass lanternPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +8 Mag Changes resistances: +18% acid / +6% cold / +6% temporal Changes resistances penetration: +5% fire Changes damage: +6% acid / +24% fire Mental save: +7 (+2 eff.) Spellpower: +13 (+2 eff.) Light radius: +6 See stealth: +9 See invisible: +8 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% 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 | Beusta the Shockspawner (2 def, 4 armour) Beusta the Shockspawner (2 def, 4 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes stats: +5 Str / +8 Mag / +14 Wil / +7 Cun / +4 Con Changes resistances: +48% acid / +24% mind Changes resistances penetration: +5% lightning Changes damage: +32% acid / +26% mind Physical save: +22 (+7 eff.) Mental save: +23 (+6 eff.) Psi each turn: +0.28 Maximum psi: +56.00 Spellpower: +5 (+1 eff.) Mindpower: +26 (+6 eff.) Mental crit. chance: +13% See invisible: +6 It can be used to activate talent Stone Wall, placing all other charms into a 69 cooldown : Effective talent level: 1.0 Power cost: 69 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 240.28 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | sand rough leather gloves of strength (+3) (0 def, 6 armour) sand rough leather gloves of strength (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On hands | steady rough leather gloves of charged notes (0 def, 1 armour) steady rough leather gloves of charged notes (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 7 sound Changes stats: +2 Mag Changes resistances: +6% lightning / +6% sound Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cuthirin [power 10] (9 cooldown) Cuthirin [power 10] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% nature Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +15% arcane Talent granted: +1 Ward Physical save: +3 (+1 eff.) Disease immunity: +15% It can be used to reveal the area around you, dispelling darkness (radius 10, power 89 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 48.65 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| On fingers | Lelirasin LelirasinPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +7 (+2 eff.) Armour: +12 Defense: +15 (+5 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 15% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +4 Str / +5 Mag / +7 Wil Changes resistances: +17% arcane / +3% nature Changes damage: +12% arcane Disease immunity: +5% Silence immunity: +14% Disarm immunity: +26% Stun/Freeze immunity: +10% Knockback immunity: +5% Maximum hate: +6.00 Spellpower: +14 (+2 eff.) Mindpower: +7 (+2 eff.) Melody each turn: +0.15 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Galodas GalodasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +4 Mag / +5 Con Changes resistances: +14% mind / +6% acid Changes damage: +3% acid Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.16 Spell / Enhancement +0.16 Spell / Meta Physical save: +7 (+3 eff.) Confusion immunity: +26% Life regen: +1.00 Maximum life: +37.00 Amulets can have magical properties. |
| In main hand | dragonbone magestaff 'Tarradudil' (30-36 power, 6 apr, darkness element) dragonbone magestaff 'Tarradudil' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+4 eff.) Armour: +23 Armour Hardiness: +10% Defense: +12 (+4 eff.) Damage (Melee): 34 fire Changes resistances: +5% arcane / +9% cold / +6% nature / +6% temporal Maximum wards: +3 darkness Changes damage: +30% darkness / +6% temporal Talents granted: +1 Command Staff +5 Ward Critical mult.: +52.00% Maximum encumbrance: +30 Physical save: +26 (+8 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +5% Stun/Freeze immunity: +10% Maximum stamina: +30.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +20% See invisible: +20 Movement speed: +20% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 105.56 to 126.67 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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 off hand | hating flint wardstone of eldritch warding hating flint wardstone of eldritch wardingRequires: - Magic 20 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +4 Wil Changes resistances: +19% acid / +20% darkness / +23% mind / +17% light Reduce damage by fixed amount: +3 all Maximum wards: +4 acid / +3 darkness / +3 mind / +3 light Reduced damage from: +14% Horror Talent granted: +3 Ward Hate each turn: +0.30 Maximum hate: +14.00 Slows Projectiles: +20% Handheld warding devices |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Mucussmash (0 def, 0 armour) Mucussmash (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +9% blight / +14% physical / +6% nature / +21% cold Changes resistances penetration: +11% physical / +9% darkness / +10% nature Changes damage: +21% sound / +25% physical / +11% darkness / +21% arcane / +21% mind / +14% cold / +3% nature / +11% all Spell save: +20 (+5 eff.) Life regen: +3.30 Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum life: +64.00 Maximum mana: +110.00 Maximum hate: +9.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +3% Mindpower: +21 (+5 eff.) Mental crit. chance: +16% Healing mod.: +18% Maximum melody: +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
This item will automatically be transmogrified when you leave the level. glacial steel dagger of nature (12.5-16.25 power, 6 apr)glacial steel dagger of nature (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 ice This is a bardic weapon. When wielded/worn: Armour: +8 Changes resistances: +5% all Changes resistances penetration: +8% nature / +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of ruin (12.5-16.25 power, 6 apr)steel dagger of ruin (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Critical mult.: +12.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel greatsword of massacre (54.5-87.2 power, 2 apr)thought-forged dwarven-steel greatsword of massacre (54.5-87.2 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +24 mind When wielded/worn: Changes stats: +6 Cun / +7 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. penetrating dragonbone longbow of recursionpenetrating dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +25% physical Damage Shield penetration: +50% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood starstaff of illumination (25-30 power, 5 apr, light element)lifebinding elven-wood starstaff of illumination (25-30 power, 5 apr, light element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 11% chance to blind Changes stats: +7 Con Changes damage: +25% light Talent granted: +1 Command Staff Life regen: +1.70 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% Light radius: +5 Healing mod.: +26% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 125.19 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Tarrulathatir the Flashpunish (15.5-21.7 power, 3 apr)Tarrulathatir the Flashpunish (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 20% chance to cause random gloom * 11% chance to disease On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +9 acid / +11 blight / +13 mind / +16 lightning When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +9 Physical crit. chance: +18.0% Physical power: +9 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +8 Str / +4 Cun / +3 Wil Changes resistances: +6% acid / +6% cold / +5% arcane Changes damage: +18% physical Critical mult.: +14.00% Mental save: +12 (+3 eff.) Blindness immunity: +5% Disease immunity: +19% Disarm immunity: +28% Pinning immunity: +10% Stun/Freeze immunity: +5% Stamina when hit: +2.60 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing iron waraxe of crippling (11.5-16.1 power, 2 apr)arcing iron waraxe of crippling (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +8 lightning When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of fire (+22%) (5 def, 0 armour)focusing elven-silk robe of fire (+22%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Wil / +8 Mag Changes resistances: +22% fire Changes damage: +15% fire Mana each turn: +0.37 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. restorative pair of drakeskin leather boots of tirelessness (0 def, 5 armour)restorative pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Life regen: +5.50 Stamina each turn: +1.30 Maximum stamina: +31.00 Healing mod.: +30% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Poragatha the Burnwedge (0 def, 9 armour)Poragatha the Burnwedge (0 def, 9 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Armour Hardiness: +7% Effects on melee hit: * 26% chance to cause random gloom Damage (Melee): 7 blight / 30 mind / 32 darkness Changes stats: +2 Dex / +3 Mag / +2 Wil / +2 Cun / +9 Con Changes resistances: +8% physical / +6% light / +18% blight / +3% nature / +6% darkness Changes resistances penetration: +15% fire Changes damage: +5% blight Physical save: +14 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: -21 (-5 eff.) Disarm immunity: +26% Life regen: +3.20 Stamina each turn: +1.60 Maximum stamina: +30.00 Mindpower: +10 (+3 eff.) Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pyrewill (1 def, 0 armour) Pyrewill (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Mag / +2 Wil / +5 Cun / +6 Con Changes resistances: +12% mind Changes damage: +6% temporal / +5% light / +5% darkness / +12% mind / +6% physical Mental save: +14 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +5% Infravision radius: +4 See stealth: +8 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 93%, and attempts to push all creatures other then yourself out of its radius, inflicting 20.78 light damage and 29.01 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened iron mail armour of acid resistance (2 def, 10 armour)hardened iron mail armour of acid resistance (2 def, 10 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +25% acid / +7% physical / +7% fire / +7% cold / +7% lightning A suit of armour made of mail. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
51 alchemist agate 51 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx 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 aquamarine 2 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. |
2 opal 2 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. |
Zubunor the iron pickaxe (dig speed 8 turns) Zubunor the iron pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Str / +2 Con Changes resistances: +6% acid / +12% fire / +12% darkness Changes resistances penetration: +10% blight Changes damage: +12% acid / +27% blight Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. elm harp (6.5 melee - 6 ranged sound damage)elm harp (6.5 melee - 6 ranged sound damage) Requires: - Cunning 11 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 6 sound Damage (Ranged): 6 sound Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Rod of Recall (2/2) Rod of Recall (2/2)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 174 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. |
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. |
4 ametrine 4 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. |
3 citrine 3 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. |
12 zircon 12 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. |
Achievements
Curse Lifter (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed.By Drk the Abomination Dark Priest level 8
6th Flare 122nd year of Ascendancy at 07:06 see stats
Exterminator (Roguelike) (Uniques)
Killed 1000 creatures.By Drk the Abomination Dark Priest level 73
7th Haze 122nd year of Ascendancy at 00:57 see stats
Fear me not! (Roguelike) (Uniques)
Survived the Fearscape!By Drk the Abomination Dark Priest level 8
6th Flare 122nd year of Ascendancy at 07:37 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Drk the Abomination Dark Priest level 10
2nd Dusk 122nd year of Ascendancy at 13:20 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Drk the Abomination Dark Priest level 20
6th Dusk 122nd year of Ascendancy at 00:17 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Drk the Abomination Dark Priest level 30
56th Dusk 122nd year of Ascendancy at 17:07 see stats
Level 40 (Roguelike) (Uniques)
Got a character to level 40.By Drk the Abomination Dark Priest level 40
57th Dusk 122nd year of Ascendancy at 08:42 see stats
Level 50 (Roguelike) (Uniques)
Got a character to level 50.By Drk the Abomination Dark Priest level 50
58th Dusk 122nd year of Ascendancy at 05:53 see stats
Rescuer of the lost (Roguelike) (Uniques)
Rescued the merchant from the assassin lord.By Drk the Abomination Dark Priest level 70
69th Dusk 122nd year of Ascendancy at 03:44 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Drk the Abomination Dark Priest level 46
57th Dusk 122nd year of Ascendancy at 22:51 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Drk the Abomination Dark Priest level 36
57th Dusk 122nd year of Ascendancy at 00:52 see stats
That was close (Roguelike) (Uniques)
Killed your target while having only 1 life left.By Drk the Abomination Dark Priest level 5
76th Pyre 122nd year of Ascendancy at 17:53 see stats
The bigger the better! (Roguelike) (Uniques)
Did over 3000 damage in one attack.By Drk the Abomination Dark Priest level 67
68th Dusk 122nd year of Ascendancy at 16:28 see stats
The secret city (Roguelike) (Uniques)
Discovered the truth about mages.By Drk the Abomination Dark Priest level 27
52nd Dusk 122nd year of Ascendancy at 06:23 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Drk the Abomination Dark Priest level 33
56th Dusk 122nd year of Ascendancy at 23:01 see stats
Log
Drk is crippled.
Drk hits Something for 18 acid, 4 fire, 46 arcane (69 total damage).
Something hits Drk for (3 resist armour), (22 ignored), 0 nature (0 total damage).
Drk receives 28 healing.
You are unable to move!
Zuboriavena the polar bear seems more focused.
Zuboriavena the polar bear is no longer spooked.
Bleeding from Zuboriavena the polar bear hits Drk for (3 resist armour), (21 ignored), 0 physical (0 total damage).
Zuboriavena the polar bear uses Swarm.
Zuboriavena the polar bear's mind surges with critical power!
Drk slows down.
Bleeding from Zuboriavena the polar bear hits Drk for (3 resist armour), (24 ignored), 0 physical (0 total damage).
Zuboriavena the polar bear's Swarm hits Drk for (3 resist armour), (21 ignored), 1296 nature (1296 total damage).
Drk receives 28 healing.
Drk casts Dark Word.
Drk casts Shadow Pulse.
Drk's spell attains critical power!
Drk hits Something for 713 darkness damage.
Something performs a melee critical strike against Drk!
Drk has temporarily forgotten Assimilate!
Drk has temporarily forgotten Rune: Manasurge!
Drk has temporarily forgotten Channel Staff!
Drk has temporarily forgotten Dark Word!
Something performs a melee critical strike against Drk!
Something performs a melee critical strike against Drk!
Something performs a melee critical strike against Drk!
Something performs a melee critical strike against Drk!
Saving game...
