










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 21 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Xotta the wolf at level 21 on the 1st Decay 122nd year of Ascendancy at 06:32 / 1 |
Primary Stats
| Strength | 52 (base 40) |
| Dexterity | 65 (base 50) |
| Constitution | 24 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 15 (base 12) |
Resources
| Life | -120/446 |
| Stamina | 34/97 |
| Equilibrium | 0 |
| Healing Factor | 1.0377654949696 |
| Regeneration | 64.144285244069 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 71 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +10% |
| Nature | +10% |
| Physical | +5% |
| Arcane | +3% |
| Mind | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (69.741575880416%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 20 |
| Mental Save | 12 |
Defense: Resistances
| Nature | + 52%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 33%( 70%) |
| Cold | + 23%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 12%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.43 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | Huge cut that bleeds, doing 4.04 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Huge cut that bleeds, doing 8.20 physical damage per turn and decreasing all heals received by 37%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 61.56 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
Escort the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara) | active |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed skeleton mage skull. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Wanderer's Rest (4 def, 0 armour) (On feet)]Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) (-) Fatigue: -10% (-) Changes stats: +3(-) Dex Changes resistances: +5%(-) physical Talent masteries: +0.20(-) Psionic / Augmented mobility Pinning immunity: +100% (-) Movement speed: +10% (-) It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | [vs. quiver of yew arrows 'Flarecut' (6/22, 136% power, 10 apr) (Quiver, 1 of 2)]quiver of yew arrows 'Flarecut' (6/22, 136% power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 136% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Crit. chance: +2.0% (-) Capacity: 22 (-) On weapon hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown Damage (Ranged): +8(-) acid / +16(-) fire Burst (radius 2) on crit: +4(-) acid / +8(-) fire Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. Yvyth the brass lantern (Light source)]Yvyth the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Dex / +3(-) Con Changes damage: +3%(-) arcane Critical mult.: +3.00% (-) Physical save: +6 (+3 eff.) (-) Stamina each turn: +0.20 (-) Light radius: +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. |
| On head | [vs. miner's hardened leather cap of strength (+5) (0 def, 6 armour) (On head)]miner's hardened leather cap of strength (+5) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (-) Fatigue: +3% (-) Changes stats: +5(-) Str Infravision radius: +1 (-) A cap made of leather. |
| Tool | [vs. overpowered steel torque of psychoportation [power 40] (39 cooldown) (Tool)]overpowered steel torque of psychoportation [power 40] (39 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 40), putting all charms on cooldown for 39 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. rogue's steel ring of light (+20%) (On fingers, 1 of 2)]rogue's steel ring of light (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) (-) Changes stats: +2(-) Cun Changes resistances: +20%(-) light Changes damage: +10%(-) light Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. rogue's steel ring of light (+20%) (On fingers, 1 of 2)]steel ring 'Xerilravena' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-4 (-2 eff.)) Changes stats: +7 Dex / +0(-2) Cun / +4 Con Changes resistances: +3% mind / +0%(-20%) light Changes damage: +0%(-10%) light Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +8 (+4 eff.) Infravision radius: +2 Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Surefire (In main hand, 1 of 2)]Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% (-) Firing range: +9 (-) When wielded/worn: Accuracy: +12 (+3 eff.) (-) Physical crit. chance: +5.0% (-) Changes stats: +3(-) Dex Changes damage: +5%(-) physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 157% damage with a 35% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
| On hands | [vs. iron gauntlets 'Emonne' (0 def, 1 armour) (On hands)]iron gauntlets 'Emonne' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) (-) Armour penetration: +2 (-) Armour: +1 (-) Damage (Melee): 6(-) mind Changes resistances: +6%(-) mind / +1%(-) physical Changes damage: +4%(-) mind Reduces incoming crit damage: 10.00% (-) Teleport immunity: +20% (-) Only die when reaching: -80.00 life (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Spider-Silk Robe of Spydrë (10 def, 15 armour) (Main armor)]Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (-) Armour Hardiness: +30% (-) Defense: +10 (+4 eff.) (-) Damage when hit (Melee): 20(-) poison / 20(-) nature slow Changes stats: +4(-) Wil / +5(-) Con Changes resistances: +30%(-) nature Changes damage: +10%(-) acid / +10%(-) nature / +10%(-) mind Physical save: +10 (+5 eff.) (-) Spell save: +10 (+9 eff.) (-) Mindpower: +10 (+5 eff.) (-) Mental crit. chance: +5% (-) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | [vs. linen cloak 'Emelildassra' (1 def, 0 armour) (Cloak)]linen cloak 'Emelildassra' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Fatigue: -2% (-) Changes stats: +9(-) Str / +1(-) Wil / +2(-) Con Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. starlit copper amulet of mastery (0.13 Technique / Combat training) (Around neck)]starlit copper amulet of mastery (0.13 Technique / Combat training) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11%(-) light / +11%(-) darkness Talent masteries: +0.13(-) Technique / Combat training Blindness immunity: +24% (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Wild [wild infusion of the psychic (resist 18%; cure physical)] (on body)]wild infusion of the titan (resist 12%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or physical effect and reduce all damage taken by 12%(-6%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Willpower, +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. starlit copper amulet of mastery (0.13 Technique / Combat training) (Around neck)]copper amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +0%(-11%) light / +0%(-11%) darkness Talent mastery: +0.00(-0.13) Technique / Combat training Blindness immunity: +0% (-24%) Amulets can have magical properties. |
[vs. starlit copper amulet of mastery (0.13 Technique / Combat training) (Around neck)]insulating gold amulet of mastery (0.22 Technique / Munitions) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +0%(-11%) darkness / +10% cold / +0%(-11%) light / +15% fire Talent masteries: +0.22 Technique / Munitions +0.00(-0.13) Technique / Combat training Blindness immunity: +0% (-24%) Amulets can have magical properties. |
[vs. rogue's steel ring of light (+20%) (On fingers, 1 of 2)]Drekath the Unlightqueen Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-4 (-2 eff.)) Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes stats: +0(-2) Cun Changes resistances: +22% lightning / +0%(-20%) light / +6% blight / +3% nature / +3% acid Changes damage: +11% lightning / +0%(-10%) light Spell save: +3 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. rogue's steel ring of light (+20%) (On fingers, 1 of 2)]Tempestserpent the gold ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-4 (-2 eff.)) Changes stats: +3(+1) Cun / +7 Mag Changes resistances: +5% arcane / +0%(-20%) light Changes resistances penetration: +10% lightning Changes damage: +6% arcane / +0%(-10%) light Physical save: +6 (+3 eff.) Spell save: +15 (+8 eff.) Mental save: +10 (+9 eff.) Spellpower: +7 (+7 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Crystal Shard (113% power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% (+47%) Range: 1.2x (+0.1x) Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% (-33%) Firing range: +0 (-9) Damage conversion: 50% blight When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes resistances: +10% arcane / +10% blight Changes damage: +18% blight / +0%(-5%) physical / +18% arcane Damage affinity(heal): +20% arcane Spellpower: +14 (+11 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Brenyvon the steel greatmaul (135% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% (+69%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% (-33%) Firing range: +0 (-9) On weapon hit: + 25% chance for lightning to arc to a second target + Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 lightning / +10 darkness Damage against: +9% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Armour penetration: +3 Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +0%(-5%) physical Critical mult.: +3.00% Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Shantiz the Stormblade (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (+45%) Range: 1.3x (+0.2x) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% (-33%) Firing range: +0 (-9) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +20(+17) Dex Changes damage: +0%(-5%) physical Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Swordbreaker (129% power, 20 apr) Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (+63%) Range: 1.3x (+0.2x) Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% (-22%) Firing range: +0 (-9) On weapon crit: + Breaks enemy weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8(+5) Dex Changes damage: +0%(-5%) physical Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]mighty yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-8%) Firing range: +8 (-1) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Physical power: +11 (+3 eff.) Changes stats: +3 Str / +0(-3) Dex Changes resistances penetration: +21% physical Changes damage: +15%(+10%) physical Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Flarecut' (6/22, 136% power, 10 apr) (Quiver, 1 of 2)]hateful quiver of elm arrows of crippling (18/18, 110% power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% (-26%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-5) Crit. chance: +10.0% (+8.0%) Capacity: 18 (-4) On weapon hit: * 0% chance to corrode armour by 30% (-40%) - 25% chance to put talents on cooldown On weapon crit: + cripple the target Damage (Ranged): +0(-8) acid / +0(-16) fire / +8 darkness Burst (radius 2) on crit: +0(-4) acid / +0(-8) fire Damage against: +9% Living Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Flarecut' (6/22, 136% power, 10 apr) (Quiver, 1 of 2)]insidious quiver of ash arrows of amnesia (23/23, 119% power, 7 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% (-16%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (-3) Crit. chance: +1.5% (-0.5%) Capacity: 23 (1) On weapon hit: * 0% chance to corrode armour by 30% (-40%) * 25% chance to put talents on cooldown Damage (Ranged): +21 insidious poison / +0(-16) fire / +0(-8) acid Burst (radius 2) on crit: +0(-4) acid / +0(-8) fire Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. Girdle of the Calm Waters (Around waist)]Glittersteel Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +0(-3) Wil Changes resistances: +9% acid / +0%(-20%) cold / +0%(-20%) nature / +0%(-20%) blight Changes resistances penetration: +25% light Maximum encumbrance: +20 Light radius: +3 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]Kilnwinter the hardened leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +4 Str / +3 Dex / +4(+1) Wil / +3 Cun Changes resistances: +6% lightning / +0%(-20%) blight / +3% fire / +0%(-20%) nature / +0%(-20%) cold Changes resistances penetration: +5% lightning / +15% fire Reduced damage from: +22% Summoned Physical save: +12 (+5 eff.) Spell save: +13 (+7 eff.) Mental save: +12 (+10 eff.) Maximum life: +37.00 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]hardened leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Mental save: +9 (+8 eff.) Spellpower: +2 (+2 eff.) Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. linen cloak 'Emelildassra' (1 def, 0 armour) (Cloak)]resilient cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (+1 (+0 eff.)) Fatigue: +0% (+2%) Changes stats: +0(-9) Str / +2 Mag / +2(+1) Wil / +0(-2) Con Maximum life: +32.00 (+1.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Wanderer's Rest (4 def, 0 armour) (On feet)]Samodrathad the pair of dwarven-steel boots (0 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +3% (+13%) Changes stats: +3 Str / +0(-3) Dex / +3 Cun / +7 Con Changes resistances: +0%(-5%) physical Changes resistances penetration: +10% acid / +10% blight Changes damage: +7% physical Talent mastery: +0.00(-0.20) Psionic / Augmented mobility Physical save: +13 (+6 eff.) Spell save: +30 (+15 eff.) Mental save: +17 (+12 eff.) Pinning immunity: +0% (-100%) Infravision radius: +3 Movement speed: +0% (-10%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. iron gauntlets 'Emonne' (0 def, 1 armour) (On hands)]radiant hardened leather gloves of strength (+2) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (+0 eff.)) Armour penetration: +0 (-2) Physical power: +6 (+2 eff.) Armour: +2 (+1) Damage (Melee): 5 light / 0(-6) mind Changes stats: +2 Str Changes resistances: +0%(-1%) physical / +5% light / +0%(-6%) mind Changes damage: +4% light / +0%(-4%) mind Reduces incoming crit damage: 0.00% (-10.00%) Teleport immunity: +0% (-20%) Only die when reaching: +0.00 life (+80.00 life) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. iron gauntlets 'Emonne' (0 def, 1 armour) (On hands)]iron gauntlets 'Yvutha' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) (+9 (+3 eff.)) Armour penetration: +0 (-2) Armour: +1 (-) Damage (Melee): 0(-6) mind Changes stats: +1 Str / +6 Dex Changes resistances: +0%(-6%) mind / +0%(-1%) physical Changes resistances penetration: +10% acid Changes damage: +0%(-4%) mind Grants telepathy: Dragon Reduces incoming crit damage: 0.00% (-10.00%) Teleport immunity: +0% (-20%) Only die when reaching: +0.00 life (+80.00 life) See invisible: +9 Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. miner's hardened leather cap of strength (+5) (0 def, 6 armour) (On head)]linen wizard hat 'Tarrarek' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +0 (-6) Defense: +1 (+0 eff.) Fatigue: +0% (-3%) Changes stats: +6(+1) Str / +3 Dex / +3 Cun Changes resistances penetration: +10% mind Mental save: +6 (+6 eff.) Maximum stamina: +15.00 Infravision radius: +0 (-1) A pointy cloth hat, very wizardly... |
[vs. miner's hardened leather cap of strength (+5) (0 def, 6 armour) (On head)]Zerizor (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+0 eff.) Fatigue: +0% (-3%) Changes stats: +0(-5) Str / +9 Cun / +2 Con Changes resistances: +16% nature Changes damage: +11% nature Infravision radius: +0 (-1) See invisible: +6 A pointy cloth hat, very wizardly... |
[vs. miner's hardened leather cap of strength (+5) (0 def, 6 armour) (On head)]Shockkarma (0 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 (+1) Fatigue: +3% (-) Changes stats: +0(-5) Str / +1 Dex / +3 Con Changes resistances: +12% cold Changes resistances penetration: +5% lightning Allows you to breathe in: water Maximum life: +10.00 Infravision radius: +0 (-1) A cap made of leather. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2018 Little GemsPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere, costing 1 power out of 2017/2018. A set of 2018 tiny explosive spheres. |
[vs. quiver of yew arrows 'Flarecut' (6/22, 136% power, 10 apr) (Quiver, 1 of 2)]395 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-10) Crit. chance: +0.0% (-2.0%) Capacity: 0 (-22) On weapon hit: * 0% chance to corrode armour by 30% (-40%) - 25% chance to put talents on cooldown Damage (Ranged): +0(-8) acid / +0(-16) fire Burst (radius 2) on crit: +0(-4) acid / +0(-8) fire When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Yvyth the brass lantern (Light source)]brass lantern 'Durymnir' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +0(-1) Dex / +0(-3) Con Changes resistances: +9% mind Changes damage: +0%(-3%) arcane Critical mult.: +0.00% (-3.00%) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +3 (+3 eff.) Disease immunity: +15% Pinning immunity: +5% Stamina each turn: +0.00 (-0.20) Light radius: +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. |
[vs. Yvyth the brass lantern (Light source)]Duathelwolf the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +0(-1) Dex / +3 Wil / +4 Cun / +0(-3) Con Changes damage: +6% darkness / +0%(-3%) arcane Critical mult.: +0.00% (-3.00%) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.00 (-0.20) Maximum life: +60.00 Maximum psi: +30.00 Light radius: +3 (-2) Heals friendly targets nearby when you use a nature summon: +50 A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. overpowered steel torque of psychoportation [power 40] (39 cooldown) (Tool)]Glimmerrip (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Changes resistances: +12% light Changes resistances penetration: +10% mind Changes damage: +3% mind Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. overpowered steel torque of psychoportation [power 40] (39 cooldown) (Tool)]Lightwyrd (dig speed 29 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +4 Wil Changes resistances: +12% light Changes resistances penetration: +10% blight / +10% light Changes damage: +18% light Mental crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. overpowered steel torque of psychoportation [power 40] (39 cooldown) (Tool)]Xerudhewe (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +3 Cun Changes resistances: +6% fire / +6% darkness / +5% arcane Changes resistances penetration: +5% temporal Changes damage: +3% temporal Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. overpowered steel torque of psychoportation [power 40] (39 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ctdaren the Shalore Archer level 9
2nd Flare 122nd year of Ascendancy at 23:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ctdaren the Shalore Archer level 10
2nd Dusk 122nd year of Ascendancy at 20:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ctdaren the Shalore Archer level 20
63rd Haze 122nd year of Ascendancy at 17:08 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ctdaren the Shalore Archer level 17
61st Dusk 122nd year of Ascendancy at 06:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ctdaren the Shalore Archer level 8
5th Mirth 122nd year of Ascendancy at 15:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ctdaren the Shalore Archer level 8
7th Mirth 122nd year of Ascendancy at 13:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ctdaren the Shalore Archer level 21
71st Haze 122nd year of Ascendancy at 18:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ctdaren the Shalore Archer level 15
27th Dusk 122nd year of Ascendancy at 18:49 see stats
Log
Ctdaren starts regenerating health quickly.
Bleeding from Xotta the wolf hits Ctdaren for 1 physical damage.
Xeriwen the snow giant casts Mind Disruption.
Ctdaren shrugs off the effect 'Confused'!
Xotta the wolf's Strafe misses Ctdaren.
Gloresevena the snow giant boulder thrower uses Throw Boulder.
Gloresevena the snow giant boulder thrower hurls a huge boulder at Ctdaren!
Ctdaren reacts to damage from Gloresevena the snow giant boulder thrower, mitigating the blow!.
Ctdaren resists the knockback!
Mayebrera, the lost sun paladin activates Chant of Fortress.
Gloresevena the snow giant boulder thrower hits Ctdaren for (31 reacted , -4 stam), 90 physical (90 total damage).
Xotta the wolf's Strafe hits Ctdaren for 73 physical, 1 physical, 11 nature, 4 temporal (91 total damage).
Xotta the wolf strafes with his steamguns!
Xotta the wolf's Strafe hits Ctdaren for 62 physical, 1 physical, 11 nature, 4 temporal (80 total damage).
Xotta the wolf's Strafe hits Ctdaren for 64 physical, 6 acid, 1 physical, 11 nature, 4 temporal (88 total damage).
Ctdaren uses Conversion.
Ctdaren receives 111 healing from Conversion.
Bleeding from Xotta the wolf hits Ctdaren for 3 physical damage.
Xeriwen the snow giant casts Invoke Darkness.
Ctdaren reacts to damage from Xeriwen the snow giant, mitigating the blow!.
Gloresevena the snow giant boulder thrower casts Ice Shards.
Xeriwen the snow giant hits Ctdaren for (29 reacted , -4 stam), 86 darkness (86 total damage).
Xotta the wolf strafes with his steamguns!
Xotta the wolf's Strafe performs a ranged critical strike against Ctdaren!
Ctdaren shrugs off the critical damage!
Ctdaren is cut deeply.
Xotta the wolf's Strafe performs a ranged critical strike against Ctdaren!
Ctdaren reacts to an attack from Xotta the wolf's Strafe, mitigating the blow!.
Saving game...






























































































