










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official 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 1.7.2Quality 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.7.4Official 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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Fallen |
| Level / Exp | 30 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinilaith the ghoul at level 20 on the 38th Haze 122nd year of Ascendancy at 12:17 1 / 5Killed by Gluwyn the skeleton magus at level 26 on the 69th Haze 122nd year of Ascendancy at 07:13 Killed by Voruyatha the tiger at level 29 on the 20th Regrowth 123rd year of Ascendancy at 21:55 Killed by Voruyatha the tiger at level 29 on the 20th Regrowth 123rd year of Ascendancy at 22:58 Killed by Elyth the brown bear at level 29 on the 45th Regrowth 123rd year of Ascendancy at 08:52 |
Primary Stats
| Strength | 68.170224963639 (base 44) |
| Dexterity | 25.340449927278 (base 10) |
| Constitution | 17.340449927278 (base 10) |
| Magic | 51.170224963639 (base 47) |
| Willpower | 67 (base 41) |
| Cunning | 17 (base 10) |
Resources
| Life | 842/842 |
| Positive | 77/77 |
| Hate | 24/100 |
| Healing Factor | 1.4657499213695 |
| Regeneration | 4.763687244451 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 10.340449927278 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 224 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +9% |
| Nature | +8% |
| Mind | +3% |
| Physical | +14% |
| Cold | +8% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +15% |
| Mind | +55% |
Defense: Base
| Armour (hardiness) | 72.08934837382 (81.151787968034%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 26 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 51%( 70%) |
| All | + 16%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 30%( 79%) |
| Light | + 36%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 26%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Silence Resistance | 20% |
| Confusion Resistance | 36% |
| Fear Resistance | 15% |
| Knockback Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 316 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Bloodstained | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Crimson Templar | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Dirge of Conquest |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Gloom |
| talent | Blood Bath |
| talent | Shared Agony |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Velyldalle the giant fire ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost tinker from death by Salimira the honey tree. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Polybeth the netherworm mass. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed naga tongue. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | 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 | Bethira the Brandstar (Corpses) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Armour: +5 Changes stats: +3 Cun / +2 Dex Changes resistances: +6% fire Only die when reaching: -40.00 life Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | brass lantern 'Voruvena'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% light / +3% temporal Mental save: +3 (+2 eff.) Blindness immunity: +20% Maximum life: +101.00 Light radius: +3 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 | Xeruda (Corpses) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Dex / +2 Mag Changes resistances: +6% mind Critical mult.: +20.00% Physical save: +6 (+3 eff.) Light radius: +2 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 455.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Xabeth the Lavamortal (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +25 (+8 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% fire Spell save: +3 (+2 eff.) Blindness immunity: +10% Only die when reaching: -80.00 life Maximum life: +20.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Frigidstoker'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Wil Changes resistances: +15% temporal Changes resistances penetration: +5% cold Mental save: +8 (+3 eff.) Silence immunity: +20% Confusion immunity: +10% Maximum life: +60.00 Healing mod.: +20% Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Arthorab the rough leather belt (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +14 Defense: +25 (+8 eff.) Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes damage: +6% physical Curse of Shrouds A belt that goes around your waist. |
| In main hand | Eilinoda the Brandmortal (Madness) (86-129 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +10% mind / +15% fire Changes damage: +9% fire Mindpower: +15 (+4 eff.) Light radius: +3 Curse of Madness Massive two-handed mauls. |
| On hands | Glacierfiend the voratun gauntlets (Misfortune) (0 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +11 Fatigue: +5% Damage (Melee): 11 cold Damage when hit (Melee): 10 cold Changes stats: +2 Dex Changes resistances: +9% cold / +5% arcane / +9% fire Changes damage: +8% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Blazefiend the voratun plate armour (Shrouds) (0 def, 24 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +22% Changes resistances: +15% fire / +9% light / +27% cold Blindness immunity: +20% Confusion immunity: +20% Curse of Shrouds A suit of armour made of metal plates. |
| Cloak | elven-silk cloak 'Blazesever' (Madness) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +4 Str / +4 Wil / +2 Cun Changes resistances: +12% light Changes resistances penetration: +20% mind Changes damage: +3% mind 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. |
| Around neck | EmeleranaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +11 Wil Changes resistances: +12% mind Changes resistances penetration: +25% mind Critical mult.: +10.00% Mental save: +18 (+7 eff.) Mindpower: +20 (+5 eff.) Amulets make your neck look great! |
Inventory
wild infusion of the duelist (res 21%; physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 nature talent. |
wild infusion of the psychic (res 31%; physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 30%; physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
acid wave rune of the warrior (damage 180; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 179.97 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 194; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 194.37 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 71; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Breniledir the DuathelwishCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +25 (+8 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to reduce damage dealt by 28% * 20% chance to reduce all saves and defense by 34 Changes stats: +1 Dex Physical save: +6 (+3 eff.) Life regen: +2.00 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Veleth'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +11 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +7 Lck / +2 Cun Changes resistances: +12% temporal / +12% light / +14% darkness Changes damage: +6% mind Blindness immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
copper ring 'Jetspawner'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +6% darkness Mental save: +6 (+3 eff.) Disease immunity: +20% Confusion immunity: +22% Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Bill's Tree Trunk (Shrouds) (30-51 power, 7 apr)Requires: - Strength 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 stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. 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! |
Infernotitan (Corpses) (20-31 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 nature / +8 fire When wielded/worn: Poison immunity: +10% Silence immunity: +20% Pinning immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Massive two-handed mauls. |
flaming iron greatmaul (Nightmares) (17-26 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Curse of Nightmares Massive two-handed mauls. |
quick dwarven-steel greatmaul of evisceration (Corpses) (42-63 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Changes stats: +5 Dex Combat speed: +10% Curse of Corpses Massive two-handed mauls. |
dwarven-steel greatsword of erosion (Corpses) (34-54 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature Curse of Corpses Massive two-handed swords. |
iron greatsword (Corpses) (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Curse of Corpses Massive two-handed swords. |
nightruned rough leather belt of transcendence (Nightmares)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Physical save: +5 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
rough leather belt of unlife (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
Dagegar (Misfortune) (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +11 (+4 eff.) Changes stats: +2 Str / +1 Mag / +1 Cun / +2 Con Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorebutcher the pair of iron boots (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes resistances: +3% nature Changes damage: +6% cold Critical mult.: +5.00% Maximum hate: +6.00 Infravision radius: +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerunor the pair of iron boots (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +3 Con Changes damage: +3% acid Physical save: +3 (+2 eff.) Only die when reaching: -80.00 life Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of tirelessness (Corpses) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 Curse of Corpses A pair of boots made of leather. |
pair of iron boots of tirelessness (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Madness) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
iron gauntlets 'Xilralaith' (Nightmares) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 7 physical Changes stats: +2 Dex / +2 Wil Changes damage: +5% physical Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of dexterity (+2) (Nightmares) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +2 Dex Changes resistances: +5% light Changes damage: +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokyrain (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Physical power: +20 (+4 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +4 Dex Curse of Misfortune A cap made of leather. |
Cloud Caller (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Shrouds It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.09 to 138.27 lightning damage (92.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Satyrbender the hardened leather cap (Shrouds) (6 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +4 Str Changes resistances: +5% lightning / +7% temporal / +3% nature / +3% all Changes damage: +3% nature / +12% temporal Physical save: +7 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 455.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
linen wizard hat 'Blazeblood' (Nightmares) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +3% light / +11% temporal Changes damage: +11% temporal Maximum hate: +2.00 Mental crit. chance: +1% Light radius: +2 Curse of Nightmares A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of stability (Nightmares) (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +12 (+6 eff.) Curse of Nightmares A suit of armour made of mail. |
iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
iron mail armour of resilience (Misfortune) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Maximum life: +20.00 Curse of Misfortune A suit of armour made of mail. |
Xanunor (Madness) (0 def, 10 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Fatigue: +22% Damage when hit (Melee): 2 arcane Changes resistances: +12% acid / +7% physical / +7% fire / +7% lightning / +13% cold Changes damage: +3% blight Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +21% Stun/Freeze immunity: +24% Knockback immunity: +22% Life regen: +4.00 Maximum life: +30.00 Healing mod.: +12% Damage Shield penetration: +30% Curse of Madness A suit of armour made of metal plates. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
BlazestalkerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning Changes resistances penetration: +5% darkness Changes damage: +6% darkness Maximum life: +40.00 Light radius: +3 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
brass lantern 'Beluleg'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Damage when hit (Melee): 2 mind Changes stats: +1 Str / +7 Wil Changes damage: +6% mind Mindpower: +15 (+4 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 389/400. 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 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) Activation costs 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. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Fat Dracula the Cornac Fallen level 22
47th Haze 122nd year of Ascendancy at 05:28 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Fat Dracula the Cornac Fallen level 30
48th Regrowth 123rd year of Ascendancy at 19:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fat Dracula the Cornac Fallen level 18
17th Dusk 122nd year of Ascendancy at 17:57 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Fat Dracula the Cornac Fallen level 23
55th Haze 122nd year of Ascendancy at 19:58 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Fat Dracula the Cornac Fallen level 28
9th Regrowth 123rd year of Ascendancy at 17:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fat Dracula the Cornac Fallen level 10
4th Mirth 122nd year of Ascendancy at 14:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Fat Dracula the Cornac Fallen level 20
38th Haze 122nd year of Ascendancy at 02:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Fat Dracula the Cornac Fallen level 30
48th Regrowth 123rd year of Ascendancy at 15:48 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Fat Dracula the Cornac Fallen level 18
44th Dusk 122nd year of Ascendancy at 19:27 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Fat Dracula the Cornac Fallen level 29
20th Regrowth 123rd year of Ascendancy at 12:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Fat Dracula the Cornac Fallen level 23
56th Haze 122nd year of Ascendancy at 00:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Fat Dracula the Cornac Fallen level 22
47th Haze 122nd year of Ascendancy at 05:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fat Dracula the Cornac Fallen level 7
78th Pyre 122nd year of Ascendancy at 12:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fat Dracula the Cornac Fallen level 27
10th Allure 123rd year of Ascendancy at 14:27 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Fat Dracula the Cornac Fallen level 20
40th Haze 122nd year of Ascendancy at 11:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fat Dracula the Cornac Fallen level 15
5th Flare 122nd year of Ascendancy at 17:00 see stats
Log
Today is the 58th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 59th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 60th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 61st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 62nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
Today is the 63rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 64th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 65th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 66th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
There is a Portal to the lost land of Poosh here (press '' or right click to use).
The portal seems to be inactive now.
The portal seems to be inactive now.
There is a Portal to the lost land of Poosh here (press '' or right click to use).
Today is the 67th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).


























































































