Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! New Gem Types 1.4.2Adds 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! 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. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Elemental Woes 1.2.5This 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: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Glutton Additions 1.4.4Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Ashes of Urh'Rok 1.4.0Official Expansion!Inferno Race Pack 1.4.0Adds a collection of my races. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Nur Kit 1.4.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: 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. Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Tweaked Arcane Aether 1.4.6Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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 Murder - Quoth the Raven 1.4.0Adds the Murder tree for necromancers, allowing them to conjure flocks of crows. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Revised Short Staves 1.4.6Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.4.8Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.4.4Official Expansion!Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Bloodruned |
| Class | Adventurer |
| Level / Exp | 22 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Glorimina the mean looking elven guard at level 8 on the 21st Profit 122nd year of Ascendancy at 22:21 0 / 7Killed by Glara the elven guard at level 9 on the 23rd Profit 122nd year of Ascendancy at 07:00 Killed by Ivydaba the brown bear at level 13 on the 28th Wealth 122nd year of Ascendancy at 19:25 Killed by ultimate gwelgoroth at level 15 on the 5th Dearth 122nd year of Ascendancy at 21:27 Killed by Acidic Fortress at level 21 on the 12nd Shortage 122nd year of Ascendancy at 17:44 Killed by fire imp at level 22 on the 18th Shortage 122nd year of Ascendancy at 15:16 Killed by Nthdra the fire imp at level 22 on the 20th Shortage 122nd year of Ascendancy at 12:10 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 33 (base 24) |
| Magic | 64 (base 51) |
| Willpower | 23 (base 12) |
| Cunning | 28 (base 27) |
Resources
| Mana | 249/291 |
| Psi | 103/103 |
| Vim | 64/64 |
| Life | -16/807 |
| Positive | 0/103 |
| Stamina | 254/296 |
| Equilibrium | 15 |
| Healing Factor | 1.63 |
| Regeneration | 10.3505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -41% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 43 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 43 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.4 (102.11764705882%) |
| Defense | 40 |
| Ranged Defense | 47 |
| Fatigue | 53 |
| Physical Save | 23 |
| Spell Save | 27 |
| Mental Save | 20 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Bleed Resistance | 15% |
| Teleport Resistance | 50% |
| Blind Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Blood magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Sickness | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Bloodruned | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Arcane Combat |
| talent | Skate |
| talent | Arcane Feed |
| talent | Shards |
| talent | Beyond the Flesh |
| detrimental effect | The target is grappled by tentacles. Each time it tries to use a talent there is 30% chance of failure. Grasping Tentacles |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Movement speed is reduced by 61%. Slow movement |
| beneficial effect | The target is surrounded by a fire haven, granting 40% fire damage affinity but -15% to blight resistance. Fire Haven |
| beneficial effect | Your healing has spurred on your blood production, granting 4.00 life regen. 1 Flow |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 26 |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | The target is being strangled and may not cast spells and suffers 52 damage each turn. Strangle Hold |
| beneficial effect | You have enhanced your healing factor, improving it by 10% and also gaining 8% all resistance. Scarlet Flow |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within18 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | [vs. Titanic (20 def, 18 armour, 100% power, 320 block) (In main hand, 1 of 2)] yew vilestaff 'Xerolradhevena' (120% power, 4 apr, acid element)yew vilestaff 'Xerolradhevena' (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces Infused by nature Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +5 Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When used to attack (with talents): Power: 66% (-94%) Range: 1.1x (-0.1x) Uses stat: 50% Mag Damage type: Physical Accuracy: +0 (-6) Physical crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +23 (+11 eff.) (+3 (+1 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +0% (-30%) Effects on melee hit: * 7% chance to blind Damage (Melee): 6 % chance of confusion / 18 fire Changes stats: +1 Mag / +1 Wil Changes resistances penetration: +5% blight Changes damage: +20% acid Talents granted: +1 Command Staff +0(+-4) Block Critical mult.: +27.00% Spellpower: +18 (+6 eff.) Spell crit. chance: +3% Light radius: +3 See invisible: +10 Damage Shield penetration: +17% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 66.47 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. Xanydhenn the rough leather gloves (0 def, 1 armour) (On hands)] Xanydhenn the rough leather gloves (0 def, 1 armour)Xanydhenn the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 (-) Physical power: +4 (+1 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) acid Changes resistances: +6%(-) acid Changes damage: +4%(-) acid Blindness immunity: +5% (-) Stun/Freeze immunity: +5% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | [vs. Strikeviper the brass lantern (Light source)] Strikeviper the brass lanternStrikeviper the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Mag Changes resistances penetration: +10%(-) lightning Maximum life: +43.00 (-) Light radius: +4 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Bethiwe (0 def, 3 armour) (On head)] Bethiwe (0 def, 3 armour)Bethiwe (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) mind Changes stats: +6(-) Str Changes resistances: +6%(-) mind Changes resistances penetration: +10%(-) mind A cap made of leather. |
| On feet | [vs. Emeta the pair of dwarven-steel boots (3 def, 4 armour) (On feet)] Emeta the pair of dwarven-steel boots (3 def, 4 armour)Emeta the pair of dwarven-steel boots (3 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +3 (+1 eff.) (-) Ranged Defense: +4 (+1 eff.) (-) Fatigue: +0% (-) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 4(-) acid Changes stats: +1(-) Cun Changes damage: +3%(-) acid Physical save: +6 (+3 eff.) (-) Spell save: +5 (+2 eff.) (-) Mental save: +10 (+10 eff.) (-) Life regen: +2.10 (-) Healing mod.: +13% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | [vs. dwarven-steel pickaxe 'Toxinblur' (dig speed 30 turns) (Tool)] dwarven-steel pickaxe 'Toxinblur' (dig speed 30 turns)dwarven-steel pickaxe 'Toxinblur' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% (-) Effects on melee hit: * Slows global speed by 40% Damage (Melee): 0(-40) item nature slow Changes stats: +5(-) Str Changes resistances: +3%(-) light Changes damage: +3%(-) nature When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] conjurer's steel ring of blinding strikesconjurer's steel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 0(-12) item light blind Effects on ranged hit: * 13% chance to blind Damage (Ranged): 0(-13) item light blind Changes stats: +5(-) Wil / +5(-) Mag Spellpower: +7 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +0(-5) Mag Mental save: -7 (-7 eff.) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| Around neck | [vs. grounding steel amulet of teleportation (Around neck)] grounding steel amulet of teleportationgrounding steel amulet of teleportation Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) lightning Stun/Freeze immunity: +20% (-) Teleport immunity: +50% (-) It can be used to teleport you randomly (rad 31), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | [vs. Titanic (20 def, 18 armour, 100% power, 320 block) (In main hand, 1 of 3)] Titanic (20 def, 18 armour, 100% power, 320 block)Titanic (20 def, 18 armour, 100% power, 320 block) Requires: - Strength 31 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Enchantment: Weapon 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +6 (-) Physical crit. chance: +4.5% (-) Block value: +320 (-) When wielded/worn: Armour: +18 (-) Armour Hardiness: +20% (-) Defense: +20 (+10 eff.) (-) Ranged Defense: +10 (+3 eff.) (-) Fatigue: +30% (-) Talents granted: +4.00(-) Block This shield made of the darkest stralite is huge, heavy and very solid. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Titanic (20 def, 18 armour, 100% power, 320 block) (In main hand, 1 of 3)] gloomy dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 79 block)gloomy dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 79 block) Requires: - Strength 18 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% (-25%) Range: 1.2x (+0.0x) Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +6 (-) Physical crit. chance: +3.5% (-1.0%) Block value: +79 (-241) Damage (Melee): +10 light When wielded/worn: Armour: +2 (-16) Armour Hardiness: +0% (-20%) Defense: +8 (+4 eff.) (-12 (-6 eff.)) Ranged Defense: +8 (+3 eff.) (-2 (+0 eff.)) Fatigue: +12% (-18%) Effects on melee hit: * 7% chance to cause random gloom Effects when hit in melee: * 13% chance to cause random gloom * 10% chance to blind Changes stats: +3 Con / +2 Mag Changes resistances: +12% light Talents granted: +3(+-1) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Cloak | [vs. Yvolranne (1 def, 6 armour) (Cloak)] Yvolranne (1 def, 6 armour)Yvolranne (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 4(-) acid Changes resistances: +12%(-) cold Changes resistances penetration: +5%(-) acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. dwarven-steel plate armour 'Tarristir' (5 def, 11 armour) (Main armor)] dwarven-steel plate armour 'Tarristir' (5 def, 11 armour)dwarven-steel plate armour 'Tarristir' (5 def, 11 armour) Requires: - Strength 27 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+2 eff.) (-) Fatigue: +20% (-) Changes stats: +6(-) Str / +2(-) Wil Changes resistances: +12%(-) darkness / +8%(-) physical Hate when firing a critical mind attack: +5.00 (-) Mindpower: +2 (+1 eff.) (-) Light radius: +1 (-) It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
[vs. grounding steel amulet of teleportation (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-10%) lightning Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-50%) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. grounding steel amulet of teleportation (Around neck)] copper amulet 'Ivorigabeth'copper amulet 'Ivorigabeth' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(-10%) lightning Critical mult.: +10.00% Cut immunity: +40% Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-50%) Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 170 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. grounding steel amulet of teleportation (Around neck)] Amilathandil the steel amuletAmilathandil the steel amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +27%(+17%) lightning / +10% fire / +13% cold Changes resistances penetration: +5% arcane Stun/Freeze immunity: +43% (+23%) Teleport immunity: +0% (-50%) Vim when firing critical spell: +4.00 Amulets can have magical properties. |
[vs. grounding steel amulet of teleportation (Around neck)] clarifying steel amulet of dexterity (+5)clarifying steel amulet of dexterity (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex Changes resistances: +12% mind / +0%(-10%) lightning Confusion immunity: +22% Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-50%) Amulets can have magical properties. |
[vs. grounding steel amulet of teleportation (Around neck)] grounding steel amulet of strength (+2)grounding steel amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +14%(+4%) lightning Stun/Freeze immunity: +22% (+2%) Teleport immunity: +0% (-50%) Amulets can have magical properties. |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] MorninggritMorninggrit Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +3% fire Changes resistances penetration: +15% light Mental save: +6 (+3 eff.) Confusion immunity: +24% Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] copper ring 'Flashspawn'copper ring 'Flashspawn' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +11% temporal Changes damage: +3% lightning / +11% temporal Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Mag / +0(-5) Wil / +2 Cun Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] rogue's copper ring of clarityrogue's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Mag / +0(-5) Wil / +2 Cun Mental save: +6 (+3 eff.) Confusion immunity: +20% Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] LisybrerinThis item will automatically be transmogrified when you leave the level. Lisybrerin Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +28% light / +3% nature Changes damage: +14% light / +3% mind Physical save: +3 (+2 eff.) Mental save: +25 (+12 eff.) Disease immunity: +10% Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +4 Str / +0(-5) Mag / +4(-1) Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] psionicist's steel ringpsionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Mag / +3(-2) Wil Mental save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] steel ring 'Blindnail'steel ring 'Blindnail' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +9% acid Changes damage: +3% acid / +3% light Mental save: +7 (+3 eff.) Confusion immunity: +26% Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Light radius: +1 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] steel ring of lightning (+20%)steel ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +20% lightning Changes damage: +10% lightning Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] warrior's steel ring of fire (+22%)warrior's steel ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +3 Str / +0(-5) Mag / +0(-5) Wil Changes resistances: +22% fire Changes damage: +11% fire Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] wizard's steel ringwizard's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-12) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-5) Wil / +4(-1) Mag Spell save: +8 (+4 eff.) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Girdle of the Calm Waters (Around waist)] Rope Belt of the ThalorenRope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8(+5) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) Healing mod.: +0% (-30%) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
[vs. Bethiwe (0 def, 3 armour) (On head)] Blazedredge the hardened leather cap (0 def, 3 armour) =water=Blazedredge the hardened leather cap (0 def, 3 armour) =water= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 0(-8) mind Changes stats: +3(-3) Str Changes resistances: +0%(-6%) mind / +11% cold Changes resistances penetration: +0%(-10%) mind Changes damage: +12% fire Allows you to breathe in: water Reduces incoming crit damage: 10.00% A cap made of leather. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 tiny geode 5 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+7 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
57 alchemist agate 57 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Acidic Fortress the Bloodruned Adventurer level 10
40th Profit 122nd year of Ascendancy at 15:36 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Acidic Fortress the Bloodruned Adventurer level 20
11st Shortage 122nd year of Ascendancy at 22:13 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Acidic Fortress the Bloodruned Adventurer level 5
20th Voratun 122nd year of Ascendancy at 05:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Acidic Fortress the Bloodruned Adventurer level 10
24th Profit 122nd year of Ascendancy at 00:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Acidic Fortress the Bloodruned Adventurer level 20
11st Shortage 122nd year of Ascendancy at 11:27 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Acidic Fortress the Bloodruned Adventurer level 19
18th Loss 122nd year of Ascendancy at 13:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Acidic Fortress the Bloodruned Adventurer level 22
20th Shortage 122nd year of Ascendancy at 03:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Acidic Fortress the Bloodruned Adventurer level 7
31st Voratun 122nd year of Ascendancy at 12:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Acidic Fortress the Bloodruned Adventurer level 6
29th Voratun 122nd year of Ascendancy at 19:03 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Acidic Fortress the Bloodruned Adventurer level 17
12nd Dearth 122nd year of Ascendancy at 07:36 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Acidic Fortress the Bloodruned Adventurer level 22
18th Shortage 122nd year of Ascendancy at 15:16 see stats
Log
Black tentacle slows down.
Black tentacle loses sight!
Black tentacle's armor corrodes!
Acidic Fortress fails to use Acid Splash.
Acidic Fortress leeches life from Black tentacle!
Black tentacle hits Acidic Fortress for 10 healing, 26 healing (0 total damage) [37 healing].
Nthdra the fire imp's black tentacles area effect hits Acidic Fortress for 18 darkness damage.
Acidic Fortress receives 36 healing.
Acidic Fortress hits Black tentacle for 21 fire, , 22 acid, , , 54 light, 12 light, , 21 fire, , 22 acid, , (151 total damage).
Acidic Fortress's Beyond the Flesh hits Black tentacle for 75 physical, (75 total damage).
Black tentacle casts Shadow Grab.
Acidic Fortress is grappled!
Acidic Fortress is being strangled.
Nthdra the fire imp leeches life from Acidic Fortress!
Nthdra the fire imp receives 8 healing from Acidic Fortress.
Nthdra the fire imp's River of Souls hits Acidic Fortress for 46 cold, 54 darkness (101 total damage).
Nthdra the fire imp casts Invoke Darkness.
Nthdra the fire imp hits Acidic Fortress for 169 darkness damage.
Acidic Fortress fails to use Infusion: Regeneration.
Acidic Fortress performs a melee critical strike against Black tentacle!
Black tentacle casts Shadow Grab.
Strangle Hold from Black tentacle hits Acidic Fortress for 39 darkness damage.
Grappled from Black tentacle hits Acidic Fortress for (26 blocked), 0 physical (0 total damage).
Acidic Fortress receives 36 healing.
Acidic Fortress hits Black tentacle for 70 acid, 247 physical (317 total damage).
Acidic Fortress killed Black tentacle!
Will o' the wisp explodes! Acidic Fortress is enveloped in frost.
Will o' the wisp hits Acidic Fortress for 158 cold damage.
Saving game...
