













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Extra Dungeons 1.5.5In 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. 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.] Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Adventurer |
Level / Exp | 10 / 43% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 64 (base 30) |
Dexterity | 53.340449927278 (base 30) |
Constitution | 53 (base 30) |
Magic | 37 (base 30) |
Willpower | 44.340449927278 (base 30) |
Cunning | 34 (base 30) |
Resources
Mana | 59/71 |
Negative | 21/57 |
Life | 427/427 |
Paradox | 300 |
Soul | 17/17 |
Hate | 97/100 |
Equilibrium | 73 |
Vim | 142/142 |
Insanity | 0/100 |
Positive | 17/47 |
Stamina | 193/193 |
Psi | 84/84 |
Healing Factor | 1.3788472134201 |
Regeneration | 10.419147808034 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +249.52155591578% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 58.711063046311 |
See Invisible | 58.711063046311 |
Offense: Mainhand
Damage | 37 |
Accuracy | 51 |
Crit Chance | 42% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 51 |
Crit Chance | 42% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Nature | +6% |
Acid | +2% |
Arcane | +18% |
Fire | +39% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 39.947640286919 (52.131147540984%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 47 |
Mental Save | 36 |
Defense: Resistances
Acid | + 59%( 70%) |
Physical | + 19%( 74%) |
Cold | + 51%( 70%) |
All | + 10%( 70%) |
Lightning | + 45%( 70%) |
Mind | + 3%( 70%) |
Arcane | + 34%( 70%) |
Fire | + 50%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 49% |
Knockback Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Celestial / Sun | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Darkness | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.20 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/14 |
| 0/28 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Lacerating Strikes |
talent | Blur Sight |
talent | Raze |
talent | Arcane Power |
talent | Kinetic Aura |
talent | Flame Infusion |
talent | Thermal Aura |
talent | Wild Growth |
talent | Kinetic Shield |
talent | Hymn of Perseverance |
talent | Horrifying Blows |
talent | Gloom |
talent | Blurred Mortality |
talent | Fiery Hands |
talent | Dark Ritual |
talent | Mitosis |
talent | Apply Poison |
talent | Willful Tormenter |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Icy Skin |
talent | Chaos Orbs |
talent | Weapon Folding |
talent | Ruin |
talent | Will o' the Wisp |
talent | Augmentation |
talent | Necrotic Aura |
talent | Skate |
talent | Stalk |
talent | Chant of Resistance |
talent | Psiblades |
talent | Weapon of Light |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +14% off-hand weapon damage Power 2+: -3 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Countering melee attacks: Has a 39% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 71 - 100 Accuracy: 71 (knife) APR: 12 Crit Chance: +42% Crit mult: 253% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Increases all stats by 4. Elemental Harmony |
beneficial effect | The target is in a magical frenzy, improving spellpower by 4. Bloodlust |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 204% Raging flames |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 1%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 1%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Beyond the Flesh |
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 lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +6% cold Stamina each turn: +0.30 Maximum stamina: +10.00 Curse of Madness A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) 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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes damage: +12% arcane Vim when firing critical spell: +1.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Curse of Nightmares A cap made of leather. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +3% fire Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 54% Wil, 0% Mag, 18% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +21 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +2% acid Equilibrium when hit: +0.60 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 54% Wil, 0% Mag, 18% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +21 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +15% acid Curse of Nightmares A suit of armour made of leather. |
Inventory
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. 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. |
![]() Requires: - Magic 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Corpses It can be used to activate talent Shattering Blow (costing 13 power out of 20/20) : Effective talent level: 2.4 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 128% damage. If the attack hits, the target's armour and saves are reduced by 13 for 6 turns. Also if the target is protected by a temporary damage shield there is 67% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Madness It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.4 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 155% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Weapon Damage: PHYSICAL |
![]() horrifying vined mindstar of life (Nightmares) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes damage: +2% mind / +3% darkness Life regen: +0.70 Maximum life: +15.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's vined mindstar of the jelly (Madness) (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +4% arcane / +2% acid Spell save: +3 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning vined mindstar of life (Misfortune) (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn When wielded/worn: Changes resistances: +3% arcane Life regen: +0.70 Maximum life: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wyrm's vined mindstar of flames (Shrouds) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 lightning / 3 physical / 10 fire / 4 acid / 4 cold Changes resistances: +3% lightning / +3% physical / +3% cold / +9% fire / +4% acid Changes resistances penetration: +4% fire Changes damage: +6% fire Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Global speed: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() shimmering woollen robe of Linaniil (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +10% arcane Mana each turn: +0.10 Maximum mana: +77.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +9% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() bladed rough leather cap (Misfortune) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +2 Str Skullcracker multiplicator: +2 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.6 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 169.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() prismatic cured leather armour of fire resistance (Nightmares) (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +15% fire / +12% light / +11% darkness Curse of Nightmares A suit of armour made of leather. |
![]() coruscating iron shield of radiance (Shrouds) (4 def, 2 armour, 7.5-9 power, 15 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +15 Damage (Melee): +11 light / +11 fire When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to blind Damage when hit (Melee): 11 fire Changes stats: +2 Str / +2 Mag / +4 Con Changes resistances: +11% light / +11% fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 16 power out of 25/25) : Effective talent level: 2.0 Power cost: 16 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 165.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 165.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 124 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 / 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% When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +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: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Siniebe the Higher Adventurer level 2
75th Pyre 122nd year of Ascendancy at 01:16 see stats
By Siniebe the Higher Adventurer level 10
7th Mirth 122nd year of Ascendancy at 20:48 see stats
By Siniebe the Higher Adventurer level 10
7th Mirth 122nd year of Ascendancy at 23:11 see stats
By Siniebe the Higher Adventurer level 10
18th Dusk 122nd year of Ascendancy at 04:24 see stats
By Siniebe the Higher Adventurer level 9
1st Mirth 122nd year of Ascendancy at 23:11 see stats
Log
Siniebe deactivates Mitosis.
Siniebe deactivates Stalk.
Siniebe's Stalk has been deactivated!
Siniebe deactivates Flame Infusion.
Siniebe deactivates Psiblades.
Siniebe deactivates Arcane Power.
Siniebe deactivates Necrotic Aura.
Siniebe's is no longer blazing.
Siniebe deactivates Will o' the Wisp.
Siniebe deactivates Wild Growth.
Siniebe deactivates Chaos Orbs.
Siniebe deactivates Weapon Folding.
Siniebe deactivates Blurred Mortality.
Siniebe deactivates Kinetic Aura.
Siniebe deactivates Lacerating Strikes.
Siniebe deactivates Stone Skin.
Siniebe deactivates Ruin.
Siniebe deactivates Raze.
Siniebe deactivates Call Shadows.
Siniebe's Call Shadows has been deactivated!
Siniebe deactivates Horrifying Blows.
Siniebe's Horrifying Blows has been deactivated!
Siniebe deactivates Willful Tormenter.
Siniebe deactivates Fiery Hands.
Siniebe deactivates Kinetic Shield.
Siniebe's Kinetic Shield has been deactivated!
Siniebe deactivates Gloom.
Siniebe's Gloom has been deactivated!
Siniebe deactivates Weapon of Light.
Siniebe deactivates Blur Sight.