Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Items Vault 1.3.0Donators/Buyers bonus! Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. QuickTome: Orb of Communication 1.3.1 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 ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Extended Auto-use 1.1.5Adds additional options to talent auto-use Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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 Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Ignore Race/Class Locks 1.0.4Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Elemental Woes 1.1.0This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! QuickTome: Arena Skip 1.3.1 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. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 128 / 68% |
Size | medium |
Lifes / Deaths | Killed by *GLUB* IMMA CARP at level 17 on the 47th Dusk 122nd year of Ascendancy at 17:26 6 / 1 |
Primary Stats
Strength | 220 (base 100) |
Dexterity | 189 (base 100) |
Constitution | 141 (base 60) |
Magic | 160 (base 100) |
Willpower | 112 (base 10) |
Cunning | 171 (base 60) |
Resources
Psi | 832/832 |
Vim | 1299/1299 |
Life | 13844/13844 |
Positive | 1041/1041 |
Stamina | 1444/1444 |
Equilibrium | 15 |
Healing Factor | 1.82 |
Regeneration | 101.89910201222 |
Speed
Mental | +32.05% |
Attack | +22.05% |
Movement | +64% |
Spell | +22.05% |
Global | +156.25606478198% |
Vision
Sight | 10 |
Lite | 23 |
Infravision | 10 |
See Stealth | 23 |
See Invisible | 50 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 563 |
Accuracy | 117 |
Crit Chance | 273% |
APR | 119 |
Speed | 0.76 |
Offense: Spell
Spellpower | 122.71428571429 |
Crit Chance | 100% |
Speed | 0.81933633756657 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 118.46666666667 |
Crit Chance | 100% |
Speed | 0.81933633756657 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 202.01128042664 (100%) |
Defense | 118.61437910851 |
Ranged Defense | 119.28104577518 |
Fatigue | 0 |
Physical Save | 100.27083333333 |
Spell Save | 87.755 |
Mental Save | 101.05416666667 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 20% |
Blind Resistance | 47% |
Silence Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 56.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 magical or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
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 979 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1010% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.90 |
| 5/5 |
| 1/5 |
| 2/5 |
| 12/5 |
Corruption / Shadowflame | 3.30 |
| 3/5 |
| 1/5 |
| 12/5 |
| 0/5 |
Corruption / Torture | 1.70 |
| 12/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Heart of Fire | 1.60 |
| 12/5 |
| 12/5 |
| 7/5 |
| 12/5 |
Corruption / Fearfire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 7/5 |
Corruption / Wrath | 1.70 |
| 5/5 |
| 9/5 |
| 12/5 |
| 11/5 |
Corruption / Brutality | 1.70 |
| 12/5 |
| 5/5 |
| 12/5 |
| 12/5 |
Generic Talents
Wild-gift / Fungus | 1.60 |
| 5/5 |
| 1/5 |
| 7/5 |
| 1/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 6/5 |
| 11/5 |
| 11/5 |
Corruption / Herald | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 7/5 |
| 5/5 |
| 7/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Doomelf | 1.40 |
| 1/5 |
| 11/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.70 |
| 1/5 |
| 1/5 |
| 4/5 |
| 11/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Wild Growth |
talent | Share the Pain |
talent | Lacerating Strikes |
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Corruption of the Doomed |
talent | Horrifying Blows |
talent | Eternal Suffering |
talent | Chant of Fortress |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured psion to the recall portal on level 1 of Old Forest. Escort: injured psion (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the injured psion from death by Glakira the giant white mouse. Escort: injured psion (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the worried wilder to the recall portal on level 3 of Old Forest. Escort: worried wilder (level 3 of Old Forest)As a reward you gained talent category Wild-gift / Fungus (at mastery 0.80). | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1748. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed mummified bone. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Ivedhevena the Shadowquill (30-36 power, 6 apr, acid element) Ivedhevena the Shadowquill (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction When wielded/worn: Physical crit. chance: +15.0% Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 18% chance to disease Damage (Melee): 32 fire Changes stats: +10 Mag / +10 Cun / +17 Con Changes resistances: +6% lightning / +12% light / +6% blight Changes resistances penetration: +5% darkness Changes damage: +30% acid / +30% darkness / +30% blight / +30% fire / +9% mind Talent granted: +1 Command Staff Critical mult.: +88.00% Spell save: +3 (+1 eff.) Teleport immunity: +5% Life regen: +1.70 Vim when firing critical spell: +14.00 Maximum vim: +90.00 Maximum neg.energy: +49.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +5% See invisible: +20 Healing mod.: +27% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Light source | Silagawen the dwarven lantern Silagawen the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +6 Wil Changes resistances: +6% acid Changes resistances penetration: +10% mind / +14% all Changes damage: +24% mind / +15% acid Mental save: +20 (+3 eff.) Blindness immunity: +47% Confusion immunity: +21% Hate when firing a critical mind attack: +3.00 Maximum life: +74.00 Maximum hate: +6.00 Mindpower: +6 (+1 eff.) Light radius: +17 See stealth: +23 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 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. Press to compare |
On head | Aruvena the Ravenwrack (0 def, 5 armour) Aruvena the Ravenwrack (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 darkness Changes stats: +16 Str / +11 Dex / +8 Wil / +5 Cun / +10 Con / +13 Lck Changes resistances: +15% fire / +6% darkness / +14% cold Changes resistances penetration: +10% blight / +5% arcane / +5% darkness Changes damage: +3% mind Critical mult.: +15.00% Mental save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On feet | Zanoldir the pair of dwarven-steel boots (20 def, 12 armour) Zanoldir the pair of dwarven-steel boots (20 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +20 (+4 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Str / +8 Mag / +4 Wil / +9 Con Changes resistances: +20% acid / +33% cold / +33% fire / +18% mind / +11% lightning Changes resistances penetration: +8% physical Spell save: +22 (+4 eff.) Mental save: +6 (+1 eff.) Silence immunity: +112% Confusion immunity: +135% Stun/Freeze immunity: +118% Knockback immunity: +25% Stamina each turn: +0.90 Maximum stamina: +28.00 Lowers spell cool-downs by: 20% Mindpower: +7 (+1 eff.) Movement speed: +20% It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 58 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Tool | voratun pickaxe 'Murkreek' (dig speed 2 turns) voratun pickaxe 'Murkreek' (dig speed 2 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +7 (+1 eff.) Armour: +10 Defense: +14 (+3 eff.) Effects on melee hit: * Slows global speed by 49% Damage when hit (Melee): 4 blight Changes stats: +17 Str / +6 Dex / +11 Wil / +4 Con Changes resistances: +9% darkness / +9% fire / +15% nature / +19% physical Changes damage: +10% nature Critical mult.: +15.00% Spell save: +9 (+2 eff.) Mana when firing critical spell: +3.00 Maximum vim: +30.00 Lowers spell cool-downs by: 10% Mental crit. chance: +14% Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | voratun ring 'Yvemilrathra' voratun ring 'Yvemilrathra'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +13 Str / +13 Dex / +8 Mag / +19 Wil / +10 Cun / +15 Con Changes resistances: +6% acid Reduces incoming crit damage: 5.00% Spell save: +16 (+3 eff.) Mental save: +20 (+3 eff.) Disarm immunity: +100% Pinning immunity: +94% Knockback immunity: +100% Life regen: +2.00 Maximum life: +199.00 Maximum stamina: +40.00 Spellpower: +15 (+2 eff.) Infravision radius: +1 See invisible: +3 Healing mod.: +30% Rings can have magical properties. Press to compare |
On fingers | Titoremas TitoremasPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+4 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +10 Dex / +24 Mag / +8 Wil / +35 Cun Changes resistances: +20% physical / +40% light / +40% darkness Changes damage: +20% physical / +20% light / +20% darkness Physical save: +15 (+2 eff.) Disease immunity: +15% Disarm immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +65% Knockback immunity: +5% Teleport immunity: +15% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +38 (+5 eff.) Movement speed: +24% Defense after a teleport: +20 Resist all after a teleport: +12% New effects duration reduction after a teleport: +33% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 5.7 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 50% for 5 turns. Rings can have magical properties. Press to compare |
Around neck | Hegodin the Kilnquick Hegodin the KilnquickPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Armour: +4 Fatigue: -10% Changes stats: +19 Str / +38 Dex / +5 Mag / +26 Wil / +30 Cun / +10 Con Changes resistances: +3% light / +18% physical Changes damage: +8% temporal / +8% light / +3% fire / +18% physical / +8% darkness Critical mult.: +38.00% Physical save: +13 (+2 eff.) Mental save: +35 (+6 eff.) Silence immunity: +15% Confusion immunity: +24% Knockback immunity: +30% Life regen: +1.50 Stamina each turn: +2.70 Only die when reaching: -40.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +15 (+2 eff.) Movement speed: +10% Combat speed: +10% Amulets can have magical properties. Press to compare |
In main hand | Radhileg the voratun greatmaul (65.5-98.25 power, 4 apr) Radhileg the voratun greatmaul (65.5-98.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +51 lightning / +8 blight / +55 insidious poison / +12 arcane / +16 acid Burst (radius 1) on hit: +12 acid / +28 fire / +8 blight When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +41 Physical crit. chance: +62.0% Physical power: +42 (+7 eff.) Defense: +19 (+4 eff.) Damage when hit (Melee): 16 blight / 8 temporal Changes resistances penetration: +47% acid / +38% physical / +19% darkness / +25% temporal / +48% cold / +44% fire / +21% mind / +48% lightning Changes damage: +40% physical Disarm immunity: +70% Massive two-handed mauls. Press to compare |
On hands | Silyssra the dwarven-steel gauntlets (0 def, 2 armour) Silyssra the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +11 Physical crit. chance: +13.0% Armour: +2 Damage (Melee): 11 acid / 11 fire Changes stats: +6 Str / +6 Dex / +4 Wil / +12 Cun / +8 Con Changes resistances: +17% acid / +8% fire Changes resistances penetration: +15% acid Changes damage: +14% acid / +7% fire Talent mastery: +0.20 Technique / Grappling Critical mult.: +11.00% Physical save: +30 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +14 (+2 eff.) Disarm immunity: +106% Spell crit. chance: +10% Mental crit. chance: +14% See invisible: +9 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +17 Physical crit. chance: +17.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +18 physical Burst (radius 2) on crit: +10 acid / +9 fire It can be used to activate talent Juggernaut, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Around waist | Layeth LayethPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+2 eff.) Armour: +9 Fatigue: -9% Damage when hit (Melee): 8 physical Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +5% physical Changes damage: +6% physical Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Maximum encumbrance: +40 Mental save: +10 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +60.00 Maximum stamina: +10.00 It can be used to create a temporary shield that absorbs 314 damage, putting all charms on cooldown for 15 turns. A belt that goes around your waist. Press to compare |
Cloak | Flashtyphoon (18 def, 0 armour) Flashtyphoon (18 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +27 Defense: +18 (+4 eff.) Effects on melee hit: * 45% chance to blind Changes stats: +4 Dex / +6 Wil / +9 Cun Changes resistances: +15% lightning / +25% darkness / +9% light Changes resistances penetration: +17% darkness Changes damage: +28% darkness Critical mult.: +59.00% Stealth bonus: +53 Physical save: +10 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +12 (+2 eff.) Mental crit. chance: +8% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Venomwilter the voratun plate armour (9 def, 36 armour) Venomwilter the voratun plate armour (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+2 eff.) Fatigue: +6% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 20 physical / 16 fire / 4 mind / 8 nature Changes stats: +7 Str / +4 Wil / +7 Con Changes resistances: +26% acid / +10% physical / +30% fire / +10% mind / +9% nature Changes resistances penetration: +10% nature Grants telepathy: Dragon Physical save: +51 (+8 eff.) Mental save: +19 (+3 eff.) Life regen: +4.00 Maximum life: +184.00 Healing mod.: +25% A suit of armour made of metal plates. Press to compare |
Inventory
heroism infusion of the sneak (+31 for 11 turns, die at -1168) heroism infusion of the sneak (+31 for 11 turns, die at -1168)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 11 turns. While Heroism is active, you will only die when reaching -1168 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
copper amulet 'Cystrace' copper amulet 'Cystrace'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -11% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +2 Wil / +5 Cun / +8 Con Changes resistances: +7% physical Changes resistances penetration: +10% darkness Changes damage: +12% mind Talent mastery: +0.16 Corruption / Shadowflame Critical mult.: +12.00% Physical save: +21 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +48 (+8 eff.) Confusion immunity: +13% Life regen: +3.40 Stamina each turn: +0.90 Hate when firing a critical mind attack: +5.00 Maximum life: +40.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +2% Movement speed: +10% Amulets can have magical properties. Press to compare |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +8 Cun / +8 Con Life regen: +1.10 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. Press to compare |
Gluthra GluthraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +6 Dex / +12 Mag / +6 Wil / +11 Cun / +6 Con Changes resistances penetration: +5% acid Maximum encumbrance: +20 Silence immunity: +32% Mana each turn: +0.24 Spellpower: +17 (+2 eff.) Rings can have magical properties. Press to compare |
voratun ring 'Blazeenvy' voratun ring 'Blazeenvy'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light / 8 fire Changes stats: +8 Str / +7 Con Changes resistances: +27% acid / +6% light / +21% fire / +17% cold / +20% lightning Changes resistances penetration: +10% fire Changes damage: +12% fire Stun/Freeze immunity: +66% Life regen: +6.90 Light radius: +1 Rings can have magical properties. Press to compare |
dwarven-steel greatmaul 'Glorawyn' (73.5-110.25 power, 2 apr) dwarven-steel greatmaul 'Glorawyn' (73.5-110.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 73.5 - 110.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +14.0% Fatigue: -4% Changes stats: +6 Str Changes damage: +14% physical Stamina when hit: +3.00 Maximum stamina: +5.00 Massive two-handed mauls. Press to compare |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. Press to compare |
dwarven-steel plate armour 'Vorenn' (5 def, 17 armour) dwarven-steel plate armour 'Vorenn' (5 def, 17 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +17% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 temporal Changes stats: +4 Str / +4 Con Changes resistances: +7% arcane / +12% temporal Changes resistances penetration: +5% acid Changes damage: +9% acid Physical save: +9 (+2 eff.) Spell save: +19 (+4 eff.) Maximum life: +82.00 A suit of armour made of metal plates. Press to compare |
Glimmervein (0 def, 3 armour) Glimmervein (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -9% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 8 temporal Changes stats: +1 Mag Changes resistances: +3% temporal Changes resistances penetration: +5% light / +11% physical Changes damage: +3% temporal Maximum encumbrance: +56 Physical save: +16 (+3 eff.) Spell save: +3 (+1 eff.) Lowers spell cool-downs by: 10% Light radius: +3 A pair of boots made of leather. Press to compare |
rough leather gloves of dispersion (0 def, 1 armour) rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. Press to compare |
Giliran the Blazewill (0 def, 3 armour) Giliran the Blazewill (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +18 (+3 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +10 Str / +4 Dex / +11 Wil / +4 Cun Changes resistances: +9% acid / +21% physical / +6% blight / +8% cold / +8% lightning / +10% fire Changes resistances penetration: +5% blight / +15% fire Changes damage: +9% blight / +6% fire Physical save: +20 (+3 eff.) A cap made of leather. Press to compare |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 868.00 fire damage (based on Magic), costing 25 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By *GLUB* IMMA CARP the Doomelf Doombringer level 84
78th Haze 122nd year of Ascendancy at 19:09 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 83
73rd Haze 122nd year of Ascendancy at 11:31 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 67
71st Haze 122nd year of Ascendancy at 08:02 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 83
73rd Haze 122nd year of Ascendancy at 11:27 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 13
79th Pyre 122nd year of Ascendancy at 13:18 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 8
77th Pyre 122nd year of Ascendancy at 14:53 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 62
65th Haze 122nd year of Ascendancy at 10:50 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 10
77th Pyre 122nd year of Ascendancy at 23:25 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 20
48th Dusk 122nd year of Ascendancy at 02:56 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 30
49th Dusk 122nd year of Ascendancy at 03:59 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 40
53rd Haze 122nd year of Ascendancy at 23:13 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 50
54th Haze 122nd year of Ascendancy at 10:19 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 108
80th Haze 122nd year of Ascendancy at 09:14 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 57
65th Haze 122nd year of Ascendancy at 04:02 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 39
48th Haze 122nd year of Ascendancy at 08:19 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 121
10th Decay 122nd year of Ascendancy at 11:45 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 33
49th Dusk 122nd year of Ascendancy at 18:05 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 30
49th Dusk 122nd year of Ascendancy at 12:37 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 34
50th Dusk 122nd year of Ascendancy at 06:25 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 15
46th Dusk 122nd year of Ascendancy at 11:06 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 37
48th Haze 122nd year of Ascendancy at 05:56 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 30
49th Dusk 122nd year of Ascendancy at 07:22 see stats
By *GLUB* IMMA CARP the Doomelf Doombringer level 79
73rd Haze 122nd year of Ascendancy at 06:54 see stats
Log
Today is the 1st Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:13.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
*GLUB* IMMA CARP stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
There is a teleportation circle to the surface 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...
*GLUB* IMMA CARP deactivates Lacerating Strikes.
*GLUB* IMMA CARP deactivates Share the Pain.
*GLUB* IMMA CARP deactivates Through The Crowd.
*GLUB* IMMA CARP deactivates Abyssal Shield.
*GLUB* IMMA CARP deactivates Horrifying Blows.
*GLUB* IMMA CARP deactivates Flame of Urh'Rok.
*GLUB* IMMA CARP deactivates Wild Growth.
*GLUB* IMMA CARP deactivates Eternal Suffering.
*GLUB* IMMA CARP deactivates Chant of Fortress.
*GLUB* IMMA CARP deactivates Corruption of the Doomed.