Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Monk 1.1.5Monk for versions b42 and above. Mobility-experiment 1.3.1An experiment trying to rework and partially merge field control, mobility, acrobatics, and survival Alternate Zones Option 1.1.0Treant Race 1.1.5Adds in a Treant Race. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.3.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Allow Respec Anywhere 1.2.3Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | Superhuman |
| Class | Marauder |
| Level / Exp | 63 / 75% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 100 (base 73) |
| Dexterity | 111 (base 73) |
| Constitution | 96 (base 73) |
| Magic | 58 (base 41) |
| Willpower | 32 (base 11) |
| Cunning | 114 (base 63) |
Resources
| Life | 4194/4194 |
| Mana | 582/582 |
| Stamina | 250/250 |
| Equilibrium | 0 |
| Healing Factor | 1.07 |
| Regeneration | 16.735588686452 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +59.056950587804% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 28 |
| See Stealth | 22 |
| See Invisible | 31 |
Offense: Mainhand
| Damage | 216 |
| Accuracy | 101 |
| Crit Chance | 166% |
| APR | 71 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 184 |
| Accuracy | 101 |
| Crit Chance | 169% |
| APR | 74 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 51.333333333333 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64.75 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 81 (45%) |
| Defense | 84.926909629995 |
| Ranged Defense | 84.926909629995 |
| Fatigue | 0 |
| Physical Save | 73.64375 |
| Spell Save | 63.86875 |
| Mental Save | 66.76875 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
| Poison Resistance | 15% |
| Blind Resistance | 59% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Cunning / Tactical | 1.70 |
| 3/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 6/5 |
| 3/5 |
| 6/5 |
| Technique / Bloodthirst | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Dual techniques | 1.20 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 6/5 |
| 6/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Wild-gift / Harmony | 1.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 6/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Thuggery | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 6/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.10 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| Technique / Conditioning | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Exploit Weakness |
| talent | Lacerating Strikes |
| talent | Total Thuggery |
| beneficial effect | Parrying melee attacks: Has a 31% chance to deflect up to 40 damage from the next 2.5 attack(s). Parrying |
| beneficial effect | Countering melee attacks: Has a 69% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. * (2) Deliver an important message to a snow giant outfitter or a lonely ranger. (Locations: Daikara, Old Forest). (3) delivered. * (4) Deliver an important message to an antiquities dealer. (Locations: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed snow giant kidney. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
The Assassin Lord has requested your presence at the southern end of the Old Forest. The Lord's Task | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Xanavea (0 def, 34 armour) Xanavea (0 def, 34 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +34 Fatigue: -4% Changes stats: +1 Wil / +6 Cun / +5 Con Changes resistances: +9% nature / +3% cold Critical mult.: +10.00% Maximum encumbrance: +50 Physical save: +40 (+9 eff.) Spell save: +12 (+3 eff.) Mental save: +25 (+6 eff.) Disease immunity: +10% Stun/Freeze immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +11 (+4 eff.) Infravision radius: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Aeregotir AeregotirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +10 Cun Changes resistances: +9% acid / +9% temporal / +15% darkness / +6% blight / +9% cold / +3% mind Changes resistances penetration: +5% blight / +10% acid Changes damage: +15% light / +18% mind Damage affinity(heal): +5% light Blindness immunity: +45% Confusion immunity: +29% Light radius: +7 Infravision radius: +8 See stealth: +22 See invisible: +24 Defense after a teleport: +17 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Oozebraze the hardened leather cap (7 def, 10 armour) Oozebraze the hardened leather cap (7 def, 10 armour)Requires: Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 mind / 8 physical / 22 nature / 16 fire Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +11% lightning / +11% temporal / +6% mind / +11% nature / +5% all Changes resistances penetration: +15% nature Changes damage: +3% nature Physical save: +27 (+7 eff.) Spell save: +8 (+2 eff.) Maximum life: +82.00 Mindpower: +5 (+1 eff.) Healing mod.: +22% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 435.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | Branethad the Morbusrot (0 def, 7 armour) Branethad the Morbusrot (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +10 Armour: +7 Changes stats: +10 Dex / +2 Mag / +6 Cun Changes damage: +6% arcane Spell save: +6 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +2.20 Stamina each turn: +1.40 Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +58.00 Maximum stamina: +19.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +6% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Betunne the Bleakward (dig speed 7 turns) Betunne the Bleakward (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +6 Defense: +10 (+3 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +3 Str Changes resistances: +3% lightning / +12% physical / +6% darkness / +6% temporal / +11% nature / +3% acid Changes damage: +6% nature Mental save: +6 (+2 eff.) Poison immunity: +15% Knockback immunity: +15% Infravision radius: +2 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
| On fingers | savage's steel ring of pilfering savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +2 Con Spell save: +11 (+3 eff.) Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Gossra GossraInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Dex Changes resistances: +15% lightning Changes resistances penetration: +10% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Blindness immunity: +14% Stun/Freeze immunity: +22% Stamina each turn: +0.40 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
| In main hand | Dryvor (41.5-58.1 power, 6 apr) Dryvor (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +50% Damage (Melee): +42 insidious poison / +20 blight / +18 cold / +12 arcane When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+3 eff.) Changes stats: +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +29% acid / +31% fire / +28% lightning / +27% cold Disease immunity: +28% Spell crit. chance: +4% Sharp, long, and deadly. |
| Around waist | Ivulaith the Cobrabore Ivulaith the CobraboreRequires: Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +5 Str / +9 Dex / +5 Wil / +9 Cun / +4 Con / +7 Lck Changes resistances: +9% mind Changes damage: +9% nature Critical mult.: +5.00% Trap disarming bonus: +20 Stealth bonus: +10 Physical save: +23 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +24 (+6 eff.) Maximum life: +53.00 Maximum psi: +20.00 Mindpower: +16 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In off hand | Scorpionwrest the stralite dagger (39.5-51.35 power, 9 apr) Scorpionwrest the stralite dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 39.5 - 51.4 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +32 mind / +8 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +16.0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind / 8 nature Changes damage: +12% nature Critical mult.: +12.00% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
| Cloak | battlemaster's linen cloak of implacability (1 def, 0 armour) battlemaster's linen cloak of implacability (1 def, 0 armour)Requires: Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +1 Con Talent mastery: +0.30 Technique / Combat training Physical save: +6 (+2 eff.) Spell save: -11 (-3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.40 Mana each turn: -0.10 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Requires: Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 39, based on Cunning and Magic) for 10 turns, costing 43 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
healing infusion of the psychic (heal 116) healing infusion of the psychic (heal 116)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 160) healing infusion of the wizard (heal 160)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 and cleanse 1 wound and poison 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. |
sun infusion of the sneak (rad 6; power 69; turns 3; dispells darkness) sun infusion of the sneak (rad 6; power 69; turns 3; dispells darkness)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 35). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 69) for 3 turns. Its effects scale with your Cunning 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 titan (resist 32%; cure mental) wild infusion of the titan (resist 32%; cure 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
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 (+1 eff.) 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... |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 7 power out of 10/10) : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 135.31 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dayslice (27.5-38.5 power, 4 apr) Dayslice (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% Damage (Melee): +31 insidious poison Burst (radius 2) on crit: +20 ice When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +22 Armour: +11 Defense: +11 (+3 eff.) Changes stats: +5 Dex / +1 Cun Changes resistances: +18% light Changes resistances penetration: +11% cold / +10% mind / +21% physical Changes damage: +22% physical Disarm immunity: +38% Psi when hit: +0.08 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Light radius: +2 Blunt and deadly. |
thought-forged dwarven-steel mace (28-39.2 power, 4 apr) thought-forged dwarven-steel mace (28-39.2 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +11 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Blunt and deadly. |
Emotha the Shimmerwyrd Emotha the ShimmerwyrdInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 40% chance to daze Changes stats: +2 Wil Changes resistances penetration: +5% lightning Changes damage: +3% lightning Mental save: +6 (+2 eff.) Maximum life: +78.00 Maximum stamina: +20.00 A belt that goes around your waist. |
pair of iron boots 'Beteda' (0 def, 3 armour) pair of iron boots 'Beteda' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +1 Mag / +3 Wil / +1 Cun Grants telepathy: Humanoid/Orc Silence immunity: +23% Confusion immunity: +23% Stun/Freeze immunity: +24% Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubithra the Flashrot (2 def, 0 armour) Zubithra the Flashrot (2 def, 0 armour)Requires: Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to blind * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +4 Wil Changes resistances: +3% blight / +13% temporal / +11% mind / +22% light Changes damage: +8% lightning / +13% temporal / +21% light / +8% fire / +9% acid / +6% blight / +8% cold / +10% mind / +9% arcane Physical save: +10 (+2 eff.) Mental save: +32 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum psi: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +9% Light radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 224 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Oleregosus (2 def, 13 armour) Oleregosus (2 def, 13 armour)Requires: - Dexterity 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +2 Cun / +2 Con Changes resistances: +17% fire Life regen: +1.10 Maximum life: +40.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 341.10 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 31 power out of 35/35) : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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 174 power out of 267/400. 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. |
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. |
supercharged elm wand of clairvoyance [power 9] (7 cooldown) supercharged elm wand of clairvoyance [power 9] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
You gain 7.29 gold from the transmogrification of elemental dwarven-steel mace of shearing (27-37.8 power, 4 apr).
You gain 25.00 gold from the transmogrification of Arthesin the Skyoath (35-49 power, 5 apr).
You gain 5.48 gold from the transmogrification of quick dwarven-steel longsword of nature (23.5-32.9 power, 4 apr).
You gain 5.45 gold from the transmogrification of chilling dwarven-steel longsword of evisceration (22-30.8 power, 4 apr).
You gain 7.14 gold from the transmogrification of blazebringer's stralite longsword of shearing (32.5-45.5 power, 5 apr).
You gain 6.90 gold from the transmogrification of thought-forged stralite greatsword of nature (49-78.4 power, 3 apr).
You gain 7.09 gold from the transmogrification of elemental steel greatsword of paradox (25.5-40.8 power, 2 apr).
You gain 25.00 gold from the transmogrification of Mardydas (116-174 power, 3 apr).
You gain 6.11 gold from the transmogrification of warbringer's stralite dagger of massacre (37.5-48.75 power, 9 apr).
You gain 2.00 gold from the transmogrification of stralite dagger of amnesia (27.5-35.75 power, 9 apr).
You gain 4.30 gold from the transmogrification of quick voratun dagger of massacre (47-61.1 power, 9 apr).
You gain 8.34 gold from the transmogrification of plaguebringer's stralite dagger of shearing (31-40.3 power, 9 apr).
You gain 7.53 gold from the transmogrification of blazebringer's voratun dagger of ruin (37-48.1 power, 9 apr).
You gain 12.50 gold from the transmogrification of Silent Blade (25-32.5 power, 10 apr).
You gain 25.00 gold from the transmogrification of Arelaith (28.5-37.05 power, 9 apr).
You gain 5.83 gold from the transmogrification of acidic dwarven-steel battleaxe of ruin (30-45 power, 2 apr).
You gain 1.75 gold from the transmogrification of vision rune (radius 13; dur 21; see humanoid).
You gain 3.55 gold from the transmogrification of invisibility rune of the sneak (power 21 for 9 turns).
You gain 1.77 gold from the transmogrification of biting gale rune of the titan (174 cold damage; 65 apply power).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Goon deactivates Total Thuggery.
Goon deactivates Lacerating Strikes.
Goon deactivates Exploit Weakness.
Goon deactivates Precise Strikes.
Goon deactivates Daunting Presence.
