










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Cyritta the large brown snake at level 9 on the 17th Haze 122nd year of Ascendancy at 08:00 3 / 2Killed by Mayilaith the shimmering crystal at level 22 on the 79th Haze 122nd year of Ascendancy at 13:48 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 28 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 62 (base 51) |
| Willpower | 27 (base 21) |
| Cunning | 43 (base 30) |
Resources
| Insanity | 0/100 |
| Mana | 121/121 |
| Equilibrium | 10 |
| Vim | 164/164 |
| Life | 518/518 |
| Psi | 87/87 |
| Stamina | 196/196 |
| Soul | 10/10 |
| Healing Factor | 1.1483363011315 |
| Regeneration | 9.4737744843351 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 56 |
| Crit Chance | 23% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +3% |
| Arcane | +22% |
| Cold | +12% |
| All | 0% |
| Lightning | +3% |
| Darkness | +33% |
| Fire | +13% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +5% |
| Acid | +25% |
| Darkness | +15% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 39.994174481601 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 26%( 70%) |
| Mind | + 18%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 39%( 70%) |
| Temporal | + 26%( 70%) |
| Cold | + 37%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Silence Resistance | 0% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 43% |
| Poison Resistance | 30% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 53 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 506% 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. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Doom covenant | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Oppression | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shadow Combat |
| talent | Charged Aura |
| talent | Mitosis |
| talent | Augmentation |
| talent | Raze |
| talent | Thermal Aura |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Horrifying Blows |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Zubygassra the white crystal. Escort: lone alchemist (level 2 of Old Forest) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within | active |
Equipment
| Psionic focus | elm vilestaff 'Emeluda' (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Mindpower +20 (+6 eff.) Damage +10% darkness Ignore resists +5% acid defense ------ Crit Resistance 10.00% Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 119 alchemist spinel0.0 Encumbrance T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
| Light source | Erochik the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% defense ------ Resistance +5% arcane Physical save +6 (+3 eff.) Healmod +12% Disease Resist +20% Confus Resist +20% 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. |
| On head | hardened leather hat 'Daypunish' (14 def, 10 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +10 Defense +14 (+5 eff.) Fatigue +3% Resistance +12% acid +4% all Physical save +10 (+5 eff.) other ------- Light +3 A hat made of leather. Very stylish. |
| On feet | pair of dwarven-steel boots 'Hailwhisper' (0 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Ignore resists +15% darkness +13% temporal defense ------ Armor +8 Fatigue +3% Resistance +15% temporal +15% darkness +6% blight +15% cold +5% arcane Life +60.00 Life Regen +2.00 Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vorugakira the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +13% fire Accuracy +10 (+3 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Defense +15 (+5 eff.) Fatigue -6% Resistance +26% fire Unlife -40.00 life other ------- Encumbrance +28 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 143% 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. Rings make your fingers look great! |
| On fingers | gold ring 'Icemonster'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil +1 Con offense ------ Damage +3% acid +12% cold Ignore resists +20% acid defense ------ Crit Resistance 5.00% Life Regen +6.00 Stun Resist +27% other ------- Light +2 Rings make your fingers look great! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Arcmonster (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Critical power +15.00% Physical Power +5 (+1 eff.) Spellpower +17 (+5 eff.) Mindpower +5 (+1 eff.) Damage +3% lightning +20% darkness Ignore resists +5% lightning Accuracy +8 (+3 eff.) other ------- EQ when Hit +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour) =Wil 4=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Around waist | Belumadin1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Mag defense ------ Defense +20 (+7 eff.) Resistance +3% cold +5% arcane +6% mind Life +52.00 Poison Resist +10% A belt that goes around your waist. |
| Cloak | Dagafang the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Dex offense ------ Spellpower +20 (+5 eff.) When Hit 2 arcane defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold other ------- EQ when Hit +0.04 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+4 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
steam generator implant of the sneak (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 43; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -559; dur 6; cd 33)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -559 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 559 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 501%; 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 501% 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 Dexterity 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 |
movement infusion of the titan (speed 439%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 621%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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 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 |
regeneration infusion of the warrior (heal 215; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Strength 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 |
wild infusion of the warrior (res 18%; magical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 27%; magical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 27% for 2 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. |
blink rune of the duelist (range 5; phase 14; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 118; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 117.83 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 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 sneak (absorb 217; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 217 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Belota the copper amulet =str 2=0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +1 Wil defense ------ Fatigue -4% Resistance +12% acid Life Regen +2.00 other ------- See Invisibility +6 Amulets make your neck look great! |
Yvothra the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +3% mind +12% blight Ignore resists +5% blight Ignore Shields +30% defense ------ Resistance +3% mind Silence Resist +25% other ------- Mana/turn +0.11 Rings make your fingers look great! |
titan's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
Growransom (10-12 power, 2 apr, fire element) =Dex 3=5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Dex offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire When Hit 4 fire On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Defense +7 (+2 eff.) other ------- Light +2 See Invisibility +9 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 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 7 that illuminates the area and deals 122.90 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 of breaching (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness Ignore resists +8% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tundraglean the steel greatsword (46-73 power, 2 apr) =Wil 5=3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Disrupt/Master Weapon Damage 45.5 - 72.8 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Damage Against +12% Unnatural On-crit, radius 2 +8 cold On Hit: * 20% chance to reduce armor by 40% While equipped: Stats +5 Wil Massive two-handed swords. |
Gunynarinarikor the iron steamsaw (16-24 power, 0 apr) =Str 5=3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Master/Steamtech Weapon Damage 16.0 - 24.0 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +8 Uses 1.0 Steam While equipped: Stats +5 Str offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +1% physical Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamgun of enduring =Wil 6 Con 5=4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Con +6 Wil defense ------ Life +22.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Betemira (24/24, 32-45 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 32.0 - 44.8 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +17.5% Capacity 24 Projectile Speed +200% On-ranged-hit +20 mind +8 physical On-Hit, radius 1 +8 physical On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
pouch of steel shots 'Hailqueller' (19/19, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Arcane Weapon Damage 18.5 - 22.2 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 Projectile Speed +200% On-ranged-hit +12 physical On-crit, radius 2 +20 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 17-20 power, 7 apr) =Vault=3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 17.0 - 20.4 Mind Uses 96% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Critical: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Lightjam the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ Damage +9% light +6% mind Ignore resists +10% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +3% lightning +9% light +9% mind Life Regen +2.50 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
Tulogen (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% temporal +5% arcane +12% cold +9% nature +7% mind Mind save +14 (+7 eff.) Life Regen +4.00 A suit of armour made of mail. |
noble's rough leather belt of unlife =Noble, Breathe=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Arthagorn the Blindspar (1 def, 0 armour) =STR 8=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +8 Str +2 Con offense ------ Ignore resists +5% light defense ------ Defense +1 (+0 eff.) Resistance +9% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dawnfear' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% blight +11% nature +9% light Mind save +6 (+3 eff.) Unlife -40.00 life Life Regen +2.00 Healmod +12% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Forestshear' (1 def, 6 armour) =Wil 4=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil offense ------ Damage +3% nature defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Bethidhelle' (0 def, 1 armour) =str 2=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Resistance +6% lightning +2% physical +3% darkness +6% mind Silence Resist +10% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Islath' (0 def, 1 armour) =Dex 6 Wil 3=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Dex +3 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +4 defense ------ Armor +1 Resistance +6% mind other ------- Infravision +1 A pair of boots made of leather. |
undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +1 Silence Resist +22% Confus Resist +22% Stun Resist +21% other ------- Stamina/turn +0.30 Max stamina +13.00 A pair of boots made of leather. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Mayorin the rough leather hat (0 def, 1 armour) =Dex 4=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +2 Cun +5 Con defense ------ Armor +1 Fatigue +1% Resistance +3% acid other ------- Stamina when Hit +1.00 EQ when Hit +1.10 A hat made of leather. Very stylish. |
linen wizard hat 'Durugund' (1 def, 0 armour) =Wil 5=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +5 Wil offense ------ Damage +11% darkness +6% blight defense ------ Defense +1 (+0 eff.) Resistance +16% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +1.00 A pointy cloth hat, very wizardly... |
Durogar (0 def, 1 armour) =Str 3=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Wil offense ------ When Hit 4 blight defense ------ Armor +1 Fatigue +1% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 A hat made of leather. Very stylish. |
Xanynn the Bleakwend (0 def, 3 armour) =WIL 8=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Wil offense ------ Spellpower/crit +10 Ignore resists +10% darkness +10% mind defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +8 (+4 eff.) other ------- Max hate +6.00 A cap made of leather. |
iron helm 'Crackleraven' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +5 (+1 eff.) Damage +3% lightning defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +1% physical Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
263 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. |
77 alchemist citrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Isoyassra the Noonbreak =Wil 4=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +3% lightning +6% temporal +6% mind Ignore resists +10% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Light +4 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. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +43.00 Healmod +10% 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. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Deluhell' (dig speed 36 turns) =str 2=3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Damage +6% nature +6% acid Ignore resists +15% physical Ignore Armor +2 defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
elm totem of healing [power 110] (15 cooldown) =heal=2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Big Sticks (plural) the Cornac Adventurer level 10
17th Haze 122nd year of Ascendancy at 08:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Big Sticks (plural) the Cornac Adventurer level 20
69th Haze 122nd year of Ascendancy at 04:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Big Sticks (plural) the Cornac Adventurer level 13
24th Haze 122nd year of Ascendancy at 12:45 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Big Sticks (plural) the Cornac Adventurer level 13
26th Haze 122nd year of Ascendancy at 20:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Big Sticks (plural) the Cornac Adventurer level 17
39th Haze 122nd year of Ascendancy at 06:38 see stats
Log
Big Sticks (plural) activates Beyond the Flesh.
Talent Thermal Aura is ready to use.
Talent Charged Aura is ready to use.
Talent Infusion: Regeneration is ready to use.
Big Sticks (plural) activates Thermal Aura.
Big Sticks (plural) activates Charged Aura.
Talent Shadow Combat is ready to use.
Big Sticks (plural) activates Horrifying Blows.
Big Sticks (plural) activates Shadow Combat.
Talent Mitosis is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Raze is ready to use.
Big Sticks (plural) activates Mitosis.
Big Sticks (plural) activates Raze.
Talent Augmentation is ready to use.
Big Sticks (plural) activates Augmentation.
Talent Defensive Posture is ready to use.
Talent Premonition is ready to use.
Big Sticks (plural) activates Defensive Posture.
Big Sticks (plural) activates Premonition.
Rested for 27 turns (stop reason: all resources and life at maximum).
Saving done.
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.








































































































