Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | 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. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. QuickTome: Remove Stat Requirements 1.4.8 QuickTome: Item Tweaks 1.4.8 Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 204 / 5% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 313.48643852746 (base 12) |
Dexterity | 311.97287705491 (base 28) |
Constitution | 168.97287705491 (base 12) |
Magic | 286.48643852746 (base 210) |
Willpower | 292.97287705491 (base 210) |
Cunning | 301.97287705491 (base 210) |
Resources
Mana | 2143/2143 |
Psi | 1959/1959 |
Life | 3643/3643 |
Paradox | 300 |
Stamina | 1880/1880 |
Equilibrium | 25 |
Healing Factor | 0.65 |
Regeneration | 156.62450582914 |
Speed
Mental | +4.2% |
Attack | +2% |
Movement | +10% |
Spell | +2.2% |
Global | +279.79885203525% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 21.407182535011 |
See Invisible | 82.727029335991 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 299 |
Accuracy | 106 |
Crit Chance | 130% |
APR | 30 |
Speed | 0.77 |
Offense: Spell
Spellpower | 187 |
Crit Chance | 100% |
Speed | 0.97847358121331 |
Offense: Mind
Mindpower | 108 |
Crit Chance | 94% |
Speed | 0.98039215686275 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 102 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 97.2 |
Spell Save | 104.4 |
Mental Save | 86 |
Defense: Resistances
All | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 67% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 94% |
Bleed Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (98% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 351 with a minimum range of 15. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1198 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 1346 damage for 8 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 20/5 |
| 1/5 |
| 3/5 |
Spell / Temporal | 1.10 |
| 1/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Psionic / Solipsism | 1.00 |
| 18/5 |
| 1/5 |
| 20/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 7/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Technique / Pugilism | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 20/5 |
| 1/5 |
| 10/5 |
Chronomancy / Temporal Combat | 1.00 |
| 3/5 |
| 1/5 |
| 7/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 7/5 |
| 20/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 10/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 20/5 |
Technique / Combat training | 1.00 |
| 20/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 10/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 12/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Keen Senses |
talent | Mitosis |
talent | Weapon Folding |
talent | Inner Power |
talent | Crystalline Focus |
talent | Shock Hands |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Wild Growth |
talent | Augmentation |
talent | Fiery Hands |
talent | Essence of Speed |
talent | Arcane Shield |
talent | Striking Stance |
talent | Lacerating Strikes |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.5)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +22% critical damage, +25% off-hand weapon damage Power 2+: -1 Luck, +14 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+68% global speed). Clarity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +14 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 21 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 12 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.5)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +17% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 46% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +26 Darkness Resistance, +14% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 27% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 27% for 3 turns. |
beneficial effect | The target is surrounded by a time distortion, absorbing 3166/3224 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 60%. Time Shield |
beneficial effect | A flow of life spins around the target, regenerating 239.61 life per turn. Regeneration |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +11 Defense, +5 Ranged Defense Power 2+: -1 Luck, +10 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+44% chance to avoid traps). Power 4+: Unfortunate End: There is a 34% chance that the damage you deal will increase by 35% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 14 of Infinite Dungeon. Escort: injured seer (level 14 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 20 of Infinite Dungeon. Escort: injured seer (level 20 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 21 of Infinite Dungeon. Escort: injured seer (level 21 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 31 of Infinite Dungeon. Escort: injured seer (level 31 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 27 of Infinite Dungeon. Escort: lost warrior (level 27 of Infinite Dungeon)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 30 of Infinite Dungeon. Escort: lost warrior (level 30 of Infinite Dungeon)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 18 of Infinite Dungeon. Escort: repented thief (level 18 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Infinite Dungeon. Escort: repented thief (level 5 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Infinite Dungeon. Escort: temporal explorer (level 8 of Infinite Dungeon)As a reward you improved talent Foresight (+1 level(s)). | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | dragonbone starstaff 'Ce'Nubrenor' (Nightmares) (42-50.4 power, 6 apr, physical element) dragonbone starstaff 'Ce'Nubrenor' (Nightmares) (42-50.4 power, 6 apr, physical element)Requires: Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +4 Physical crit. chance: +18.0% Damage (Melee): 45 arcane Changes resistances: +3% physical Changes damage: +42% physical Talent granted: +1 Command Staff Maximum encumbrance: +20 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +115.00 Maximum stamina: +15.00 Spellpower: +37 (+3 eff.) Spell crit. chance: +5% Infravision radius: +2 See invisible: +9 Curse of Nightmares It can be used to conjure elemental energy in a radius 10 cone, dealing 238.11 to 285.73 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Light source | Eldritch Pearl (Nightmares) Eldritch Pearl (Nightmares)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Nightmares It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 7, doing 147.38 cold damage and 245.63 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 12 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Chamolarach (Nightmares) (3 def, 0 armour) Chamolarach (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 12 acid / 12 blight Changes stats: +12 Str / +10 Mag / +3 Wil / +12 Con Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +17% acid / +8% blight / +6% cold / +10% arcane / +8% darkness Changes damage: +20% arcane / +9% blight Mana each turn: +0.34 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: +2 See invisible: +9 Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | Bladed Rift (Misfortune) Bladed Rift (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. Curse of Misfortune It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | gold ring 'Glintwild' (Madness) gold ring 'Glintwild' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +4 Damage when hit (Melee): 12 light Changes stats: +4 Con Changes resistances: +6% acid / +6% cold / +32% darkness / +9% light Changes damage: +3% light / +6% fire / +16% darkness / +7% all Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Spell save: +16 (+2 eff.) Disease immunity: +5% Maximum stamina: +26.00 Spellpower: +14 (+1 eff.) Mindpower: +14 (+2 eff.) Curse of Madness Rings can have magical properties. |
On fingers | conjurer's gold ring of warding (Madness) conjurer's gold ring of warding (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +20% acid / +22% fire / +22% lightning / +19% cold Spellpower: +10 (+1 eff.) Curse of Madness Rings can have magical properties. |
Around waist | Lisema the drakeskin leather belt (Madness) Lisema the drakeskin leather belt (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour Changes resistances: +6% lightning Changes damage: +9% acid Spell save: +9 (+1 eff.) Mental save: +15 (+3 eff.) Poison immunity: +25% Confusion immunity: +30% Stun/Freeze immunity: +25% Knockback immunity: +15% Spellpower: +12 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Madness A belt that goes around your waist. |
Main armor | Viperdream (Shrouds) (5 def, 0 armour) Viperdream (Shrouds) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +4 Physical power: +8 (+1 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +6 Mag / +6 Wil Changes resistances: +20% acid / +25% physical / +20% fire / +9% nature / +19% cold Changes damage: +14% acid / +15% physical / +13% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) Reduces incoming crit damage: 15.00% Spell save: +28 (+3 eff.) Silence immunity: +48% Spellpower on spell critical (stacks up to 3 times): +7 Maximum stamina: +5.00 Spellpower: +26 (+2 eff.) Spell crit. chance: +5% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | Shifting Boots (Shrouds) (7 def, 1 armour) Shifting Boots (Shrouds) (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Shrouds It can be used to blink to a nearby random location within range 24 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
On hands | Flamemonster (Corpses) (0 def, 3 armour) Flamemonster (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour: +3 Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 fire Changes stats: +6 Dex Changes resistances: +3% blight / +3% temporal Changes resistances penetration: +5% fire When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 125% On weapon hit: * 54% chance to gain 10% of a turn Burst (radius 2) on crit: +4 blight Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | Oozescar (Corpses) (17 def, 0 armour) Oozescar (Corpses) (17 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Physical crit. chance: +3.0% Defense: +17 (+4 eff.) Fatigue: -10% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Mag / +6 Wil / +5 Cun Changes resistances: +12% nature Changes damage: +15% nature / +21% physical Physical save: +31 (+4 eff.) Only die when reaching: -40.00 life Maximum life: +81.00 Maximum stamina: +58.00 Mental crit. chance: +8% Healing mod.: +15% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's gold amulet of the eclipse (Corpses) wanderer's gold amulet of the eclipse (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 11% chance to blind Changes stats: +8 Dex / +8 Cun / +8 Con Changes damage: +11% light / +7% darkness Life regen: +1.10 Stamina each turn: +1.00 Movement speed: +10% Curse of Corpses Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 776) healing infusion of the warrior (heal 776)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 776 and cleanse 1 wound and poison effect. Its effects scale with your Strength 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 717) healing infusion of the wizard (heal 717)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 717 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. |
healing infusion of the wizard (heal 708) healing infusion of the wizard (heal 708)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 708 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. |
regeneration infusion of the psychic (heal 1406 over 5 turns) regeneration infusion of the psychic (heal 1406 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1406 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Corrupted Essence Elixir of Corrupted EssencePowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Withering Orbs (Misfortune) Withering Orbs (Misfortune)Infused 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. Curse of Misfortune 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... |
Vargh Redemption (Corpses) Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 53.48 cold and 89.13 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Khulmanar's Wrath (Shrouds) (70-105 power, 8 apr) Khulmanar's Wrath (Shrouds) (70-105 power, 8 apr)Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Shrouds It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 727.10 fire damage, and flames will be left dealing a further 171.95 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Silent Blade (Misfortune) (25-32.5 power, 10 apr) Silent Blade (Misfortune) (25-32.5 power, 10 apr)Requires: Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 21% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (Nightmares) (25-32.5 power, 10 apr) Umbral Razor (Nightmares) (25-32.5 power, 10 apr)Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 27% Wil, 10% Mag, 27% Cun Damage type: Physical 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 Curse of Nightmares It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 424.10 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. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Shadowtreason' (Shrouds) (62.5-93.75 power, 4 apr)voratun greatmaul 'Shadowtreason' (Shrouds) (62.5-93.75 power, 4 apr) Requires: Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.5 - 93.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +21 (+3 eff.) Armour: +8 Defense: +20 (+5 eff.) Damage when hit (Melee): 12 fire Changes resistances: +15% darkness Changes damage: +6% darkness Blindness immunity: +25% Disarm immunity: +62% Confusion immunity: +25% Knockback immunity: +10% Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Shrouds Massive two-handed mauls. |
Champion's Will (Misfortune) (67-107.2 power, 22 apr) Champion's Will (Misfortune) (67-107.2 power, 22 apr)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 69% Wil, 20% Con Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 226 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Misfortune It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Blade of Distorted Time (Corpses) (40-56 power, 10 apr) Blade of Distorted Time (Corpses) (40-56 power, 10 apr)Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 54% Wil, 20% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical Curse of Corpses It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 388.48 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Mighty Girdle (Madness) Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory (Shrouds) Neira's Memory (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Shrouds It can be used to surround yourself with a magical shield (strength 816, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Frozen Shroud (Madness) (12 def, 0 armour) Frozen Shroud (Madness) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all Curse of Madness It can be used to release a radius 4 chilling blast, instantly dealing 1513.82 cold damage and condensing the air into freezing vapors that deal 504.61 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Robe of Force (Madness) (12 def, 8 armour) Robe of Force (Madness) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Madness It can be used to send out a range 5 beam of kinetic energy, dealing 460.76 to 575.95 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robes of Deflection (Shrouds) (0 def, 7 armour) Robes of Deflection (Shrouds) (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+0 eff.) Talent on hit(spell): Evasion (4% chance level 1). Curse of Shrouds This set of robes seems to shine with metallic colors. |
This item will automatically be transmogrified when you leave the level. ancient cashmere robe of power (Misfortune) (2 def, 0 armour)ancient cashmere robe of power (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Mag Changes resistances penetration: +11% temporal / +11% physical Changes damage: +14% temporal / +14% physical / +14% all Spellpower: +16 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +13 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of dwarven-steel boots of speed (Nightmares) (0 def, 4 armour) undeterred pair of dwarven-steel boots of speed (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +38% Movement speed: +20% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Corpses) (1 def, 2 armour) Spellhunt Remnants (Corpses) (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence Curse of Corpses It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Wyrmbreath (Corpses) (0 def, 4 armour) Wyrmbreath (Corpses) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire Curse of Corpses It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1076.70 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. Scorpionjustice the elven-silk wizard hat (Madness) (3 def, 0 armour)Scorpionjustice the elven-silk wizard hat (Madness) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 temporal / 16 nature / 8 arcane Changes stats: +1 Wil Changes resistances: +30% nature Changes resistances penetration: +10% nature Changes damage: +6% temporal / +20% nature / +9% mind Grants telepathy: Dragon Critical mult.: +10.00% Psi when hit: +0.08 Mindpower: +4 (+0 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour) Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. Curse of Shrouds It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
The Untouchable (Madness) (14 def, 12 armour) The Untouchable (Madness) (14 def, 12 armour)Requires: Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Madness This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 alchemist agate (Madness) 45 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
18 onyx 18 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
24 aquamarine 24 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 lapis lazuli 19 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 opal 27 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 topaz 24 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Duskpall' (Shrouds) (dig speed 23 turns) voratun pickaxe 'Duskpall' (Shrouds) (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes resistances: +15% nature / +12% blight Changes damage: +6% mind / +12% darkness / +10% nature Psi when hit: +0.16 Hate when firing a critical mind attack: +8.00 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +4% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
24 emerald 24 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial (Misfortune) Summertide Phial (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Misfortune It can be used to call light (254 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
6 bloodstone 6 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. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 garnet 17 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Skull of the Rat Lich (Misfortune) Skull of the Rat Lich (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Curse of Misfortune It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Telekinetic Core (Shrouds) Telekinetic Core (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+0 eff.) Curse of Shrouds It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 332 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
22 amethyst 22 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 quartz 19 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yeek the Yeek Adventurer level 132
20th Dusk 122nd year of Ascendancy at 00:22 see stats
By Yeek the Yeek Adventurer level 103
10th Dusk 122nd year of Ascendancy at 23:17 see stats
By Yeek the Yeek Adventurer level 164
28th Dusk 122nd year of Ascendancy at 09:10 see stats
By Yeek the Yeek Adventurer level 67
7th Flare 122nd year of Ascendancy at 22:10 see stats
By Yeek the Yeek Adventurer level 175
30th Dusk 122nd year of Ascendancy at 08:01 see stats
By Yeek the Yeek Adventurer level 146
23rd Dusk 122nd year of Ascendancy at 15:16 see stats
By Yeek the Yeek Adventurer level 68
8th Flare 122nd year of Ascendancy at 03:39 see stats
By Yeek the Yeek Adventurer level 106
12nd Dusk 122nd year of Ascendancy at 01:16 see stats
By Yeek the Yeek Adventurer level 145
22nd Dusk 122nd year of Ascendancy at 18:20 see stats
By Yeek the Yeek Adventurer level 177
31st Dusk 122nd year of Ascendancy at 03:05 see stats
By Yeek the Yeek Adventurer level 202
38th Dusk 122nd year of Ascendancy at 00:14 see stats
By Yeek the Yeek Adventurer level 184
32nd Dusk 122nd year of Ascendancy at 13:22 see stats
By Yeek the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 01:04 see stats
By Yeek the Yeek Adventurer level 20
1st Mirth 122nd year of Ascendancy at 11:59 see stats
By Yeek the Yeek Adventurer level 30
3rd Mirth 122nd year of Ascendancy at 09:40 see stats
By Yeek the Yeek Adventurer level 40
9th Mirth 122nd year of Ascendancy at 04:51 see stats
By Yeek the Yeek Adventurer level 50
1st Flare 122nd year of Ascendancy at 17:46 see stats
By Yeek the Yeek Adventurer level 152
25th Dusk 122nd year of Ascendancy at 15:51 see stats
By Yeek the Yeek Adventurer level 82
3rd Dusk 122nd year of Ascendancy at 19:13 see stats
By Yeek the Yeek Adventurer level 33
5th Mirth 122nd year of Ascendancy at 01:32 see stats
By Yeek the Yeek Adventurer level 173
30th Dusk 122nd year of Ascendancy at 03:39 see stats
By Yeek the Yeek Adventurer level 93
7th Dusk 122nd year of Ascendancy at 14:32 see stats
By Yeek the Yeek Adventurer level 68
8th Flare 122nd year of Ascendancy at 00:38 see stats
Log
Yeek uses Infusion: Regeneration.
Yeek starts regenerating health quickly.
The protective shield of Yeek disappears.
Resting starts...
Rested for 8 turns (stop reason: all resources and life at maximum).
Saving game...
Yeek deactivates Shock Hands.
Yeek deactivates Lacerating Strikes.
Yeek deactivates Shadow Combat.
Yeek deactivates Keen Senses.
Yeek deactivates Premonition.
Yeek deactivates Shadow Feed.
Yeek deactivates Shielding.
Yeek deactivates Fiery Hands.
Yeek deactivates Arcane Combat.
Yeek deactivates Weapon Folding.
Yeek deactivates Beyond the Flesh.
Yeek stops regenerating health quickly.
Yeek deactivates Wild Growth.
Yeek deactivates Essence of Speed.
Yeek deactivates Mitosis.
Yeek deactivates Augmentation.
Yeek deactivates Striking Stance.
Yeek deactivates Arcane Feed.
Yeek deactivates Crystalline Focus.
Yeek deactivates Arcane Shield.
Yeek deactivates Inner Power.