













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Allow Respec Anywhere 1.2.3Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) 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. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 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. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 32 / 84% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 38 (base 20) |
Constitution | 61 (base 32) |
Magic | 37 (base 20) |
Willpower | 96 (base 60) |
Cunning | 66 (base 36) |
Resources
Life | 988/988 |
Hate | 67/100 |
Stamina | 388/388 |
Healing Factor | 1.1728544268698 |
Regeneration | 11.365823895804 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 40.861017415569 |
See Invisible | 67.861017415569 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 143 |
Accuracy | 63 |
Crit Chance | 42% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +6% |
Lightning | +4% |
Cold | 0% |
All | -12% |
Offense: Damage Penetration
Darkness | +5% |
Nature | +5% |
Lightning | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 40.292304923968 (87.807182003187%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 15 |
Physical Save | 43 |
Spell Save | 41 |
Mental Save | 57 |
Defense: Resistances
Acid | + 55%( 70%) |
Physical | + 60%( 75%) |
Cold | + 49%( 70%) |
All | + 42%( 70%) |
Darkness | + 62%( 80%) |
Light | + 51%( 70%) |
Mind | + 59%( 70%) |
Lightning | + 61%( 70%) |
Fire | + 45%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Confusion Resistance | 78% |
Fear Resistance | 48% |
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 58% |
Inscriptions (5/5)
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 563 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 131 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 821% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Savage Hunter |
talent | Gloom |
talent | Cleave |
talent | Stalk |
detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 12%). Shroud of Weakness |
beneficial effect | Hunting: Marked Prey- Ogre sentry - Ogre sentry 13% Received damage reduction against: - Ogre |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 47 mind and 47 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 70 Mind damage, and deal 70 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+20% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +10% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 46. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bear paw. * '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.' Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Spellpower +6 (+3 eff.) Ignore resists +5% darkness Ignore Armor +7 defense ------ Armor +3 Defense +5 (+1 eff.) Crit Resistance 15.00% Physical save +6 (+2 eff.) Mind save +3 (+1 eff.) Disarm Resist +10% Curse of Nightmares Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +18% light Ignore resists +5% nature When Hit 11 fire On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Resistance +6% nature +6% fire other ------- Light +6 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 | ![]() 3.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +13 Lck offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% defense ------ Armor +5 Fatigue +5% Resistance +2% physical Crit Resistance 15.00% Confus Resist +20% Knockbk Resist +10% other ------- See Invisibility +15 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +10 (+2 eff.) Accuracy +25 (+6 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 defense ------ Resistance +5% physical other ------- Stamina/turn +1.00 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +4 Str +4 Mag +4 Con offense ------ Physical Crit +4.0% Damage +16% lightning Ignore resists +10% mind Ignore Armor +5 defense ------ Defense +15 (+5 eff.) Resistance +32% lightning Curse of Nightmares Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +11% acid Accuracy +8 (+2 eff.) defense ------ Resistance +22% acid Curse of Nightmares Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Harmony Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 44.0 - 57.2 Acid Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +36 disarming acid While equipped: Stats +3 Str +9 Dex +9 Mag +3 Wil +9 Cun +3 Con offense ------ Damage +12% acid Onyx: Acid Curse of Shrouds Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ On-Hit 5 acid 6 fire 6 cold 6 lightning Damage +12% cold Ignore resists +25% lightning When Hit 4 lightning 8 cold defense ------ Armor +2 Fatigue +3% Resistance +15% light +12% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +7 Str +5 Cun +7 Wil defense ------ Armor +17 Defense +13 (+4 eff.) Fatigue +12% Resistance +9% physical +14% darkness +7% all Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +27 (+7 eff.) other ------- Light +2 Curse of Shrouds Track: Puts all charms on 25 turn cooldown Effective talent level: 2.4 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +1 Con defense ------ Defense +2 (+0 eff.) Physical save +6 (+2 eff.) Spell save +9 (+3 eff.) Mind save +8 (+2 eff.) Life +67.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.0 Encumbrance potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
![]() 0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 470.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Fatigue -5% Resistance +12% temporal +3% cold Life Regen +2.00 Confus Resist +20% other ------- Stamina/turn +2.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun offense ------ Mind Crit +6% Damage +6% darkness When Hit 4 darkness 4 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Resistance +20% temporal Pinning Resist +39% Knockbk Resist +29% other ------- Hate-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: 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." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% mind Confus Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +12% cold Healmod +11% Cut Resist +50% Heal: Puts all charms on 29 turn cooldown Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 352 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +6 (+1 eff.) On-Hit 7 light 6 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 31% * 6% chance to blind defense ------ Mind save +6 (+2 eff.) Confus Resist +12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag defense ------ Armor +5 Defense +6 (+2 eff.) Max Resistance +4% all Physical save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Wil defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +9 (+3 eff.) Resist unseen 14% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +21% other ------- Masteries +0.12 Cursed/Strife Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +16% temporal Pinning Resist +27% Knockbk Resist +30% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% temporal Pinning Resist +24% Knockbk Resist +22% other ------- Masteries +0.14 Cursed/Cursed aura Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Mag +2 Cun +5 Con defense ------ Resistance +12% mind Confus Resist +26% other ------- Light +3 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 Blind Resist +12% other ------- Stamina/turn +0.40 Infravision +2 Sight +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun offense ------ Mind Crit +8% Critical power +20.00% Physical Power +9 (+2 eff.) Spellpower +9 (+5 eff.) Mindpower +8 (+2 eff.) Damage +3% lightning +6% mind other ------- EQ when Hit +0.08 Psi when Hit +0.08 Hate-on-crit +2.00 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +18% light +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Resistance +24% light +15% mind Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Curse of Shrouds Shadowstep: Effective talent level: 2.0 Power cost 42 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Physical Power +6 (+1 eff.) Spellpower +11 (+6 eff.) Mindpower +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +7 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +6 (+1 eff.) defense ------ Defense +4 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Armor +8 Defense +8 (+2 eff.) Curse of Shrouds Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 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 110% 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +22% other ------- Infravision +3 See Stealth +5 See Invisibility +9 Curse of Corpses Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 53 fire damage (1/turn) While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Damage +6% temporal +12% fire Ignore resists +15% acid +20% fire On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Resistance +3% temporal Curse of Nightmares Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 53 acid damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +12% acid Ignore resists +10% acid Curse of Nightmares Massive two-handed swords. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +8 (+2 eff.) Damage +12% mind defense ------ Resistance +6% mind Physical save +15 (+5 eff.) Spell save +10 (+3 eff.) other ------- Stamina/turn +3.00 Size +1 Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +6% Damage +5% darkness Ignore resists +10% darkness defense ------ Defense +2 (+0 eff.) Resistance +14% darkness Stealth +17 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +2 Con +9 Lck defense ------ Armor +3 Stealth +7 Curse of Shrouds Rush: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 9 darkness Damage +14% darkness Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Armor +2 Resistance +8% darkness +15% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +5 Fatigue +3% Resistance +8% darkness Mind save +8 (+2 eff.) Life +51.00 other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Track: Puts all charms on 13 turn cooldown Effective talent level: 2.4 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% light Ignore resists +15% light On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Fatigue +4% Resistance +10% lightning +11% temporal +5% arcane +9% darkness Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex +2 Con offense ------ Physical Crit +2.0% Damage +6% lightning +15% fire Ignore Armor +5 defense ------ Armor +5 Fatigue +5% Resistance +9% fire Physical save +6 (+2 eff.) Curse of Nightmares Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 257.4 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +14 Defense +11 (+3 eff.) Fatigue +12% Resistance +8% acid +10% darkness +11% blight +10% cold +4% all Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) other ------- Light +2 Breathe water Curse of Nightmares A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +6 Dex +5 Con offense ------ Ignore resists +15% lightning Accuracy +20 (+5 eff.) defense ------ Armor +11 Fatigue +22% Resistance +7% physical Physical save +15 (+5 eff.) other ------- EQ when Hit +0.12 Psi when Hit +0.20 Curse of Nightmares A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor [Ego+] Master/Psionic While equipped: Stats +4 Cun defense ------ Armor +21 Defense +5 (+1 eff.) Fatigue +22% Mind save +15 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Resistance +5% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun +3 Wil offense ------ Critical power +15.00% Damage +6% mind Ignore resists +15% mind defense ------ Resistance +3% blight +6% cold 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Dex +3 Wil offense ------ Ignore resists +15% cold On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Crit Resistance 5.00% Physical save +7 (+2 eff.) Healmod +15% other ------- Light +4 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +3% cold +2% physical Unlife -40.00 life Healmod +5% 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Mag +2 Cun +1 Con offense ------ Damage +12% darkness +9% mind When Hit 4 darkness defense ------ Mind save +9 (+3 eff.) other ------- Light +4 See Stealth +12 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Armor +4 Resistance +6% lightning +6% cold +9% darkness +9% temporal Mind save +6 (+2 eff.) Unlife -60.00 life other ------- Light +3 See Stealth +7 See Invisibility +8 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +7% mind 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +6 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. |
![]() 2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +5% blight Life Regen +2.00 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. |
![]() 2.0 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 88 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Damage +9% lightning On-Hit (Melee): * 10% chance to slow global speed by 67% * 20 arcane resource burn defense ------ Resistance +6% lightning +9% fire +9% nature +15% cold Sting an enemy dealing 356 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Mindpower +15 (+3 eff.) defense ------ Resistance +30% mind +8% physical Life +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Gunnar the Hunter the Cornac Cursed level 28
77th Pyre 123rd year of Ascendancy at 02:40 see stats
By Gunnar the Hunter the Cornac Cursed level 15
5th Regrowth 123rd year of Ascendancy at 11:38 see stats
By Gunnar the Hunter the Cornac Cursed level 20
42nd Regrowth 123rd year of Ascendancy at 19:46 see stats
By Gunnar the Hunter the Cornac Cursed level 30
2nd Flare 123rd year of Ascendancy at 12:34 see stats
By Gunnar the Hunter the Cornac Cursed level 31
9th Dusk 123rd year of Ascendancy at 17:06 see stats
By Gunnar the Hunter the Cornac Cursed level 32
18th Dusk 123rd year of Ascendancy at 23:03 see stats
By Gunnar the Hunter the Cornac Cursed level 10
19th Haze 122nd year of Ascendancy at 04:51 see stats
By Gunnar the Hunter the Cornac Cursed level 20
41st Regrowth 123rd year of Ascendancy at 13:17 see stats
By Gunnar the Hunter the Cornac Cursed level 30
1st Flare 123rd year of Ascendancy at 13:47 see stats
By Gunnar the Hunter the Cornac Cursed level 29
9th Mirth 123rd year of Ascendancy at 02:01 see stats
By Gunnar the Hunter the Cornac Cursed level 24
11st Pyre 123rd year of Ascendancy at 05:14 see stats
By Gunnar the Hunter the Cornac Cursed level 31
9th Dusk 123rd year of Ascendancy at 09:21 see stats
By Gunnar the Hunter the Cornac Cursed level 25
49th Pyre 123rd year of Ascendancy at 14:34 see stats
By Gunnar the Hunter the Cornac Cursed level 5
4th Mirth 122nd year of Ascendancy at 19:23 see stats
By Gunnar the Hunter the Cornac Cursed level 31
9th Dusk 123rd year of Ascendancy at 22:15 see stats
By Gunnar the Hunter the Cornac Cursed level 25
49th Pyre 123rd year of Ascendancy at 02:07 see stats
By Gunnar the Hunter the Cornac Cursed level 5
4th Mirth 122nd year of Ascendancy at 22:10 see stats
Log
You gain 0.58 gold from the transmogrification of inquisitor's pouch of stralite shots of amnesia (21/21, 44-52 power, 5 apr).
You gain 1.82 gold from the transmogrification of invigorating pair of voratun boots of tirelessness (Nightmares) (0 def, 5 armour).
You gain 1.32 gold from the transmogrification of blightbringer's pair of voratun boots (Shrouds) (0 def, 5 armour).
You gain 0.36 gold from the transmogrification of spellwoven elven-silk robe of time (+15%) (Shrouds) (0 def, 0 armour).
You gain 0.48 gold from the transmogrification of shimmering elven-silk robe of darkness (+24%) (Corpses) (0 def, 0 armour).
You gain 0.27 gold from the transmogrification of mindwoven silk robe of fire (+13%) (Shrouds) (0 def, 0 armour).
You gain 1.15 gold from the transmogrification of strafer's stralite steamgun of tinkering (+4) (Nightmares).
You gain 1.96 gold from the transmogrification of gunslinger's voratun steamgun of true flight (Misfortune).
You gain 0.81 gold from the transmogrification of elven-wood vilestaff of protection (Madness) (25-30 power, 5 apr, acid element).
You gain 0.63 gold from the transmogrification of horrifying living mindstar of balance (Nightmares) (16-18 power, 40 apr, nature damage).
You gain 1.69 gold from the transmogrification of caller's living mindstar of disruption (Nightmares) (16-18 power, 40 apr, mind damage).
You gain 0.85 gold from the transmogrification of voratun greatsword of crippling (Corpses) (63-101 power, 4 apr).
You gain 1.83 gold from the transmogrification of truestriking voratun greatsword of evisceration (Shrouds) (66-105 power, 4 apr).
You gain 0.66 gold from the transmogrification of inquisitor's stralite battleaxe of amnesia (Corpses) (44-65 power, 3 apr).
You gain 0.16 gold from the transmogrification of stormshield rune (threshold 51; blocks 3; dur 4; cd 16).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
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Today is the 26th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
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Today is the 27th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
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There is a Door to an old Conclave vault here (press '' or right click to use).
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There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.