Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.1 |
| Addons | Infinite500 v2.3b: Revised high level play for ToME 1.2.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 39 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 13 on the 44th Dearth 122nd year of Ascendancy at 01:58 4 / 3Killed by elven corruptor at level 24 on the 34th Steel 123rd year of Ascendancy at 12:45 Killed by orc corruptor at level 39 on the 45th Dearth 123rd year of Ascendancy at 01:58 |
| Antimagic | Follower |
Primary Stats
| Strength | 39 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 61 (base 40) |
| Magic | 8 (base 10) |
| Willpower | 83 (base 60) |
| Cunning | 91 (base 60) |
Resources
| Hate | 111/111 |
| Equilibrium | 0 |
| Life | 1208/1208 |
| Stamina | 412/412 |
| Psi | 173/173 |
| Healing Factor | 1.3049999999999 |
| Regeneration | 2.8709999999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 10 |
| See Invisible | 23 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 56 |
| Crit Chance | 31% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 56 |
| Crit Chance | 31% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57.833333333333 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 26.675 |
| Ranged Defense | 31.175 |
| Fatigue | 16 |
| Physical Save | 53.075 |
| Spell Save | 50.358333333333 |
| Mental Save | 61.03125 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 60% |
| Fear Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -1 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+42% chance to avoid traps). Power 4+: Unfortunate End: There is a 33% chance that the damage you deal will increase by 34% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)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: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 18. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour) (Shrouds) Frost Treads (1 def, 4 armour) (Shrouds)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Misfortune) Steel Helm of Garkul (0 def, 6 armour) (Misfortune)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | brawler's hardened leather gloves of butchering (0 def, 2 armour) (Nightmares) brawler's hardened leather gloves of butchering (0 def, 2 armour) (Nightmares)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +7 Physical power: +6 Armour: +2 Changes stats: +4 Str / +3 Dex / +3 Cun Changes resistances: +9% blight Talent cooldown: Double Strike (-1 turn) Physical save: +8 Spell save: +11 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ebonymaim [power 81] (20 cooldown) Ebonymaim [power 81] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 4 darkness Changes resistances: +1% physical Changes damage: +3% physical Critical mult.: +3.00% Maximum life: +50.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Effects on melee hit: * 12% chance to cause random insanity Damage (Melee): 10 bleed Effects on ranged hit: * 13% chance to cause random insanity Damage (Ranged): 9 bleed Changes stats: +4 Str / +3 Cun / +4 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Psionic Fury (12-13.2 power, 25 apr, mind damage) (Shrouds) Psionic Fury (12-13.2 power, 25 apr, mind damage) (Shrouds)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 Mental crit. chance: +8% Curse of Shrouds It can be used to release a wave of psionic power, costing 40 power out of 2/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Around waist | Dazzlebreak the drakeskin leather belt (Misfortune) Dazzlebreak the drakeskin leather belt (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +5 Dex / +5 Cun / +9 Lck Changes resistances: +21% lightning / +13% fire / +10% temporal / +11% cold Changes resistances penetration: +10% lightning Changes damage: +12% light Trap disarming bonus: +21 Stealth bonus: +8 Light radius: +1 Infravision radius: +5 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Hellwilder the pulsing mindstar (13-14.3 power, 32 apr, nature damage) (Shrouds) Hellwilder the pulsing mindstar (13-14.3 power, 32 apr, nature damage) (Shrouds)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances penetration: +6% acid / +6% physical / +7% fire / +10% mind / +9% cold Changes damage: +12% acid / +11% fire / +11% cold / +12% physical Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +4 Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Elenazilarach the cashmere cloak (2 def, 8 armour) (Misfortune) Elenazilarach the cashmere cloak (2 def, 8 armour) (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 Armour: +8 Defense: +2 Fatigue: -7% Changes stats: +2 Str / +4 Wil / +3 Cun / +2 Con Changes resistances: +5% arcane / +13% cold Maximum life: +67.00 Maximum stamina: +15.00 Mental crit. chance: +7% See invisible: +3 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | nimble hardened leather armour of Eyal (7 def, 6 armour) (Shrouds) nimble hardened leather armour of Eyal (7 def, 6 armour) (Shrouds)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +7 Ranged Defense: +4 Fatigue: +8% Changes stats: +3 Dex Life regen: +1.80 Maximum life: +62.00 Movement speed: +20% Healing mod.: +15% Curse of Shrouds A suit of armour made of leather. |
Inventory
insidious poison infusion of the titan (46 nature damage, 35% healing reduction) insidious poison infusion of the titan (46 nature damage, 35% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 45.51 nature damage per turns for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your 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. |
insidious poison infusion of the titan (40 nature damage, 27% healing reduction) insidious poison infusion of the titan (40 nature damage, 27% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 40.42 nature damage per turns for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your 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. |
insidious poison infusion of the wizard (19 nature damage, 23% healing reduction) insidious poison infusion of the wizard (19 nature damage, 23% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 18.51 nature damage per turns for 7 turns, and reducing the target's healing received by 23%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic 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. |
movement infusion of the titan (483% speed; 6 turns) movement infusion of the titan (483% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 483% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the wizard (427% speed; 4 turns) movement infusion of the wizard (427% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 427% 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 Magic 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. |
regeneration infusion of the duelist (heal 279 over 5 turns) regeneration infusion of the duelist (heal 279 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 383 over 5 turns) regeneration infusion of the titan (heal 383 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your 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. |
regeneration infusion of the titan (heal 302 over 5 turns) regeneration infusion of the titan (heal 302 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your 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. |
regeneration infusion of the titan (heal 302 over 5 turns) regeneration infusion of the titan (heal 302 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your 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. |
wild infusion of the psychic (resist 25%; cure magical, mental) wild infusion of the psychic (resist 25%; cure magical, mental)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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 25% for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Gunonarihell the thorny mindstar (8-8.8 power, 24 apr, mind damage) (Nightmares) Gunonarihell the thorny mindstar (8-8.8 power, 24 apr, mind damage) (Nightmares)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex Changes resistances: +8% blight / +12% fire Changes damage: +5% nature Disease immunity: +15% Mindpower: +3 Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage) (Nightmares) blooming pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage) (Nightmares)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +5 Spell save: +6 Mental save: +2 Equilibrium when hit: +0.90 Mindpower: +4 Mental crit. chance: +4% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +13 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Serpentonslaught' (5-5.5 power, 18 apr, mind damage) (Misfortune) vined mindstar 'Serpentonslaught' (5-5.5 power, 18 apr, mind damage) (Misfortune)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +4% blight / +12% nature / +6% lightning Changes damage: +4% nature Disease immunity: +14% Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)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% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
cashmere cloak 'Camukhad' (2 def, 2 armour) (Nightmares) cashmere cloak 'Camukhad' (2 def, 2 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 Changes resistances: +6% fire Physical save: +16 Spell save: +20 Mental save: +9 Pinning immunity: +20% Only die when reaching: -50.00 life 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. |
verdant silk robe of life (3 def, 0 armour) (Misfortune) verdant silk robe of life (3 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Con Changes resistances: +9% blight Changes damage: +13% nature Poison immunity: +34% Disease immunity: +28% Life regen: +2.60 Maximum life: +55.00 Healing mod.: +17% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mychik (0 def, 3 armour) (Shrouds) Mychik (0 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 Armour: +3 Fatigue: +3% Changes stats: +2 Str / +1 Con Changes resistances: +3% temporal Physical save: +18 Mental save: +7 Only die when reaching: -140.00 life Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
The Face of Fear (8 def, 0 armour) (Madness) The Face of Fear (8 def, 0 armour) (Madness)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 Curse of Madness It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 19%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Cyribeth (7 def, 13 armour) (Corpses) Cyribeth (7 def, 13 armour) (Corpses)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Damage when hit (Melee): 8 light Changes stats: +10 Str / +3 Wil / +2 Con Changes resistances: +10% lightning / +3% temporal / +20% darkness / +7% fire / +9% acid / +17% physical / +10% blight / +10% cold / +9% light Talent cooldown: Rush (-5 turns) Disarm immunity: +30% Stun/Freeze immunity: +31% Knockback immunity: +23% Light radius: +3 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
69 alchemist agate 69 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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 Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
survivor's dwarven lantern of clarity survivor's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical save: +15 Mental save: +8 Light radius: +4 See stealth: +9 See invisible: +13 Healing mod.: +16% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of clarity watchleader's alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 Blindness immunity: +34% Confusion immunity: +15% Light radius: +6 See stealth: +20 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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. |
hateful stralite torque of thermal psionic shield [power 105] (20 cooldown) hateful stralite torque of thermal psionic shield [power 105] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 105 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of charged psionic shield [power 33] (16 cooldown) quick steel torque of charged psionic shield [power 33] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 33 for 7 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
rushing yew totem of cure ailments [power 2] (10 cooldown) rushing yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By I am DOOOOOOOOMED the Dwarf Doomed level 34
25th Profit 123rd year of Ascendancy at 17:36 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By I am DOOOOOOOOMED the Dwarf Doomed level 19
1st Iron 123rd year of Ascendancy at 22:55 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By I am DOOOOOOOOMED the Dwarf Doomed level 34
23rd Profit 123rd year of Ascendancy at 02:36 see stats
Against all odds
Killed Ukruk in the ambush.By I am DOOOOOOOOMED the Dwarf Doomed level 29
14th Gold 123rd year of Ascendancy at 09:47 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By I am DOOOOOOOOMED the Dwarf Doomed level 22
25th Iron 123rd year of Ascendancy at 16:21 see stats
Arachnophobia
Destroyed the spydric menace.By I am DOOOOOOOOMED the Dwarf Doomed level 37
41st Profit 123rd year of Ascendancy at 08:25 see stats
Brave new world
Went to the Far East and took part in the war.By I am DOOOOOOOOMED the Dwarf Doomed level 36
38th Profit 123rd year of Ascendancy at 03:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By I am DOOOOOOOOMED the Dwarf Doomed level 13
5th Dearth 122nd year of Ascendancy at 13:35 see stats
Destroyer's bane
Killed Golbug the Destroyer.By I am DOOOOOOOOMED the Dwarf Doomed level 35
32nd Profit 123rd year of Ascendancy at 10:57 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By I am DOOOOOOOOMED the Dwarf Doomed level 19
6th Iron 123rd year of Ascendancy at 03:28 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By I am DOOOOOOOOMED the Dwarf Doomed level 34
21st Profit 123rd year of Ascendancy at 22:50 see stats
Exterminator
Killed 1000 creatures.By I am DOOOOOOOOMED the Dwarf Doomed level 16
14th Shortage 122nd year of Ascendancy at 10:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By I am DOOOOOOOOMED the Dwarf Doomed level 23
28th Steel 123rd year of Ascendancy at 15:52 see stats
Guiding Hand
Saved all escorted adventurers.By I am DOOOOOOOOMED the Dwarf Doomed level 34
29th Profit 123rd year of Ascendancy at 11:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By I am DOOOOOOOOMED the Dwarf Doomed level 19
1st Iron 123rd year of Ascendancy at 23:58 see stats
Level 10
Got a character to level 10.By I am DOOOOOOOOMED the Dwarf Doomed level 10
6th Wealth 122nd year of Ascendancy at 15:03 see stats
Level 20
Got a character to level 20.By I am DOOOOOOOOMED the Dwarf Doomed level 20
6th Iron 123rd year of Ascendancy at 10:12 see stats
Level 30
Got a character to level 30.By I am DOOOOOOOOMED the Dwarf Doomed level 30
14th Gold 123rd year of Ascendancy at 09:47 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By I am DOOOOOOOOMED the Dwarf Doomed level 14
44th Dearth 122nd year of Ascendancy at 05:04 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By I am DOOOOOOOOMED the Dwarf Doomed level 25
38th Steel 123rd year of Ascendancy at 04:35 see stats
Size matters
Did over 600 damage in one attack.By I am DOOOOOOOOMED the Dwarf Doomed level 32
42nd Stralite 123rd year of Ascendancy at 02:01 see stats
Sliders
Activated a portal using the Orb of Many Ways.By I am DOOOOOOOOMED the Dwarf Doomed level 36
32nd Profit 123rd year of Ascendancy at 17:39 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By I am DOOOOOOOOMED the Dwarf Doomed level 5
19th Voratun 122nd year of Ascendancy at 04:49 see stats
That was close
Killed your target while having only 1 life left.By I am DOOOOOOOOMED the Dwarf Doomed level 22
27th Steel 123rd year of Ascendancy at 13:52 see stats
The Arena
Unlocked Arena mode.By I am DOOOOOOOOMED the Dwarf Doomed level 9
5th Wealth 122nd year of Ascendancy at 23:52 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By I am DOOOOOOOOMED the Dwarf Doomed level 19
1st Iron 123rd year of Ascendancy at 22:55 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By I am DOOOOOOOOMED the Dwarf Doomed level 24
29th Steel 123rd year of Ascendancy at 02:48 see stats
The secret city
Discovered the truth about mages.By I am DOOOOOOOOMED the Dwarf Doomed level 14
24th Loss 122nd year of Ascendancy at 19:27 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By I am DOOOOOOOOMED the Dwarf Doomed level 16
14th Shortage 122nd year of Ascendancy at 10:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By I am DOOOOOOOOMED the Dwarf Doomed level 29
14th Gold 123rd year of Ascendancy at 08:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By I am DOOOOOOOOMED the Dwarf Doomed level 19
1st Iron 123rd year of Ascendancy at 19:04 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By I am DOOOOOOOOMED the Dwarf Doomed level 29
13rd Gold 123rd year of Ascendancy at 11:33 see stats
Log
I am DOOOOOOOOMED stops regenerating health quickly.
I am DOOOOOOOOMED receives 35 healing from Unnatural Body.
Hateful Whisper from I am DOOOOOOOOMED hits Giant spider for 533 mind damage.
Burning from Orc corruptor hits I am DOOOOOOOOMED for 28 fire damage.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Orc corruptor is surging arcane power.
Orc corruptor is poisoned!
Hateful Whisper from I am DOOOOOOOOMED killed Giant spider!
Orc summoner's Infusion: Insidious Poison hits Orc corruptor for 34 nature damage.
You have deflected 5 incoming damage!
Your hatred grows even as your life fades! (+17 hate)
I am DOOOOOOOOMED is invigorated by the attack!
Orc corruptor's blight area effect hits Orc corruptor for (54 to bones), 0 blight (0 total damage).
Orc corruptor's Soul Rot hits I am DOOOOOOOOMED for (5 deflected), 435 blight (435 total damage).
I am DOOOOOOOOMED the level 39 dwarf doomed was infected to death by an orc corruptor on level 1 of Ambush!.
You have 4 life(s) left.
I am DOOOOOOOOMED is no longer attuned.
I am DOOOOOOOOMED deactivates Shadow Decoy.
I am DOOOOOOOOMED stops burning.
I am DOOOOOOOOMED deactivates Gesture of Pain.
I am DOOOOOOOOMED rearms.
I am DOOOOOOOOMED deactivates Call Shadows.
I am DOOOOOOOOMED deactivates Mental Tyranny.
I am DOOOOOOOOMED deactivates Deflection.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Orc corruptor's Soul Rot killed I am DOOOOOOOOMED!
Saving done.
