











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Adventurer Buff Addon 1.7.4Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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:
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 | Paradox Mage |
| Level / Exp | 32 / 38% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 20:02 4 / 2Killed by elven tempest at level 27 on the 28th Dusk 122nd year of Ascendancy at 21:19 |
Primary Stats
| Strength | 29 (base 20) |
| Dexterity | 25 (base 10) |
| Constitution | 51 (base 37) |
| Magic | 86 (base 60) |
| Willpower | 90 (base 60) |
| Cunning | 46 (base 10) |
Resources
| Life | 860/887 |
| Paradox | 300 |
| Healing Factor | 1.2840316950178 |
| Regeneration | 0.32100792375445 |
Speed
| Mental | -4.984901380567E-12% |
| Attack | -4.984901380567E-12% |
| Movement | +122.56230589875% |
| Spell | -4.984901380567E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 11 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 60 |
| Crit Chance | 27% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Arcane | +7% |
| All | 0% |
| Lightning | +3% |
| Light | +6% |
| Temporal | +56% |
| Physical | +34% |
| Darkness | +34% |
| Fire | +57% |
| Nature | +24% |
Offense: Damage Penetration
| Acid | +30% |
| Temporal | +40% |
| Darkness | +42% |
| Lightning | +35% |
| Fire | +25% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 42.22593309502 (54.823135475018%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 45 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 46%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 42%( 70%) |
| All | + 22%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Bleed Resistance | 56% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 530 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Matter Weaving |
| talent | Reality Smearing |
| talent | Aether Permeation |
| talent | Empower |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Extension |
| beneficial effect | Increases defense by 14. Mobile Defense |
| beneficial effect | The target is moving is 123% faster. 3 Celerity |
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 failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
Escort the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell) | active |
You failed to protect the lost sun paladin from death by Velotta the wolf. Escort: lost sun paladin (level 3 of Norgos Lair) | 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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed electric eel tail. * '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.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 43% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | watchleader's alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +7% darkness defense ------ Resistance +8% light Affinity +5% darkness Blind Resist +20% Confus Resist +10% other ------- Light +8 Infravision +3 See Stealth +11 See Invis +9 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 5.5 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 295.20 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | starseer's cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+1 eff.) Damage +6% light +6% temporal +5% darkness +4% physical defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
| Tool | innervating iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel opal ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +7 Dex +2 Mag +2 Wil +7 Cun +2 Con offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Con offense ------ Damage +24% nature Ignore resists +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +48% nature Spell save +13 (+4 eff.) other ------- Max stamina +12.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | monstrous drakeskin leather belt of burglary1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Cun +4 Con +8 Lck offense ------ Physical Power +10 (+4 eff.) defense ------ Physical save +8 (+4 eff.) Stealth +12 other ------- Disarm Traps +16 Infravision +5 Size +1 A belt that goes around your waist. |
| In main hand | cruel dragonbone starstaff of the prodigy (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +12 Mag +20 Wil +14 Cun offense ------ Spell Crit +13% Critical power +12.00% Spellpower +15 (+4 eff.) Spellpower/crit +9 Damage +30% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Fogpiercer (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +9.0% Spell Crit +10% Mind Crit +10% Critical power +9.00% Physical Power +15 (+6 eff.) Accuracy +20 (+5 eff.) Ignore Armor +2 defense ------ Armor +2 Fatigue +3% Resistance +12% darkness other ------- Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | timebroken silk robe of time (+25%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +7% arcane +50% temporal defense ------ Resistance +13% all +25% temporal other ------- Max mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Boltream the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con offense ------ Damage +22% darkness +3% lightning Ignore resists +10% lightning +17% darkness +5% acid When Hit 10 lightning On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Defense +3 (+0 eff.) Resistance +18% darkness Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daimorak the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +8 Mag offense ------ Critical power +12.00% Spellpower +20 (+5 eff.) Spellpower/crit +8 Damage +12% acid Accuracy +7 (+2 eff.) Ignore Armor +12 other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
movement infusion of the titan (speed 584%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 626; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Willpower stat. 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 wizard (res 33%; magical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 320; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 320 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 264; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 140; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Radhoharahad the Obsidianbane0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Resistance +6% mind +11% temporal +6% light +6% cold Pinning Resist +21% Knockbk Resist +24% Amulets make your neck look great! |
titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
steel ring 'Turyhir'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +9 Mag offense ------ Ignore resists +10% arcane Accuracy +4 (+1 eff.) When Hit 4 blight defense ------ Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
cruel elm vilestaff of illumination (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +6 (+1 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 178.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Xerudawe' (20-24 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +2% Spellpower +8 (+2 eff.) Spellpower/crit +4 Damage +20% darkness +3% physical defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood starstaff of invocation (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +23 (+6 eff.) Spellpower/crit +8 Damage +25% physical other ------- Vim-on-crit +5.00 Max vim +22.00 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 44.35 to 53.22 physical damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff of greater warding (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +5% Spellpower +21 (+5 eff.) On-Hit 29 arcane Damage +30% temporal defense ------ Armor +6 Defense +7 (+1 eff.) other ------- Max mana +68.00 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic iron battleaxe (16-25 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Nature Weapon Damage 16.5 - 24.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +12 acid +10 nature While equipped: offense ------ Ignore resists +9% acid +10% nature Ignore Armor +9 Massive two-handed battleaxes. |
slime-covered steel battleaxe of massacre (34-52 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Disrupt/Master Weapon Damage 34.5 - 51.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 57% Massive two-handed battleaxes. |
Robe of the Worm of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: defense ------ Resistance +5% blight +7% all Life +41.00 Life Regen +1.80 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +6% Spellpower +16 (+4 eff.) Damage +5% darkness +7% light +20% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Scorpionorder' (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +24% nature When Hit 6 acid 6 cold 10 nature defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +20% nature A suit of armour made of leather. |
noble's rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +3 (+1 eff.) Against +16% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
rough leather belt 'Ce'Numa'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Str offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +4 Physical save +21 (+11 eff.) A belt that goes around your waist. |
rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilisin the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +3 Mag +4 Wil +5 Cun offense ------ Spell Crit +6% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+0 eff.) Crit Resistance 10.00% Life +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belyldanor the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +2 Con offense ------ Ignore resists +5% acid defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Metar the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +4 (+2 eff.) Spellpower +5 (+1 eff.) Damage +3% arcane +6% mind Ignore Armor +3 defense ------ Armor +4 Fatigue -2% Physical save +7 (+4 eff.) other ------- Encumbrance +22 Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eclipsebloom the rough leather gloves (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +9% acid +3% physical When Hit 4 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Armor +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tidepyre the hardened leather gloves (20 def, 8 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +5% arcane +3% cold defense ------ Armor +8 Defense +20 (+5 eff.) Crit Resistance 10.00% Silence Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +3% nature defense ------ Armor +1 Fatigue +1% Resistance +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Dagiyablek' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Wil offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) When Hit 2 physical defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% other ------- Stamina/turn +2.00 Psi/turn +0.10 A pointy cloth hat, very wizardly... |
linen wizard hat 'Gluriamira' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +3 Cun +1 Con offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Defense +1 (+0 eff.) Mind save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
Voryrilaith (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% nature defense ------ Defense +1 (+0 eff.) Resistance +15% nature +3% darkness Mind save +3 (+2 eff.) Life +20.00 Healmod +20% Disease Resist +10% A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
253 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
ethereal brass lantern1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +5 (+1 eff.) other ------- Light +5 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 Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Revenge Of Wall the Cornac Paradox Mage level 22
13rd Dusk 122nd year of Ascendancy at 07:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Revenge Of Wall the Cornac Paradox Mage level 27
29th Dusk 122nd year of Ascendancy at 03:17 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Revenge Of Wall the Cornac Paradox Mage level 32
42nd Dusk 122nd year of Ascendancy at 21:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Revenge Of Wall the Cornac Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 20:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Revenge Of Wall the Cornac Paradox Mage level 20
7th Flare 122nd year of Ascendancy at 00:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Revenge Of Wall the Cornac Paradox Mage level 30
38th Dusk 122nd year of Ascendancy at 10:38 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Revenge Of Wall the Cornac Paradox Mage level 29
32nd Dusk 122nd year of Ascendancy at 03:27 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Revenge Of Wall the Cornac Paradox Mage level 29
31st Dusk 122nd year of Ascendancy at 05:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Revenge Of Wall the Cornac Paradox Mage level 24
16th Dusk 122nd year of Ascendancy at 13:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Revenge Of Wall the Cornac Paradox Mage level 18
3rd Flare 122nd year of Ascendancy at 17:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Revenge Of Wall the Cornac Paradox Mage level 21
10th Dusk 122nd year of Ascendancy at 07:47 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Revenge Of Wall the Cornac Paradox Mage level 24
17th Dusk 122nd year of Ascendancy at 01:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Revenge Of Wall the Cornac Paradox Mage level 16
3rd Summertide 122nd year of Ascendancy at 09:07 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Revenge Of Wall the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 09:17 see stats
Log
An object rolls from the gift!
Revenge Of Wall picks up (j.): Inertial Twine.
Lore found: Inertial Twine
You can read all your collected lore in the game menu, by pressing Escape.
You feel imbued with great knowledge (+1 prodigy point)!
Bought: regeneration infusion of the psychic (heal 626; 13 cd) for 58.61 gold.
Ran for 7 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Revenge Of Wall deactivates Reality Smearing.
Revenge Of Wall activates Reality Smearing.
Revenge Of Wall deactivates Aether Permeation.
Revenge Of Wall activates Aether Permeation.
Revenge Of Wall deactivates Energy Decomposition.
Revenge Of Wall activates Energy Decomposition.
Revenge Of Wall deactivates Matter Weaving.
Revenge Of Wall activates Matter Weaving.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Extension
- Empower
- Contingency
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
There is an exit to the worldmap here (press '' or right click to use).
You gain 21.91 gold from the transmogrification of pair of hardened leather boots 'Muckswift' (0 def, 9 armour).
You gain 15.00 gold from the transmogrification of Inertial Twine.
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)





































































































































