










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Additional Randart Properties 1.4.9 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: 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 White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. ZOmnibus Addon Pack 1.5.0Combines 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: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Inferno Race Pack 1.4.0Adds a collection of my races. Tweaked Arcane Aether 1.5.2Takes 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. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Faerie Race 1.5.2This 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 Midnight 1.5.0Adds 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. Select your Escorts 1.5.0Allows 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. 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). Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content 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 | Cornac |
| Class | Adventurer |
| Level / Exp | 27 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Adera the gloomy brown bear at level 14 on the 9th Haze 122nd year of Ascendancy at 17:29 0 / 7Killed by Vorimina the white ooze at level 17 on the 43rd Haze 122nd year of Ascendancy at 04:44 Killed by Bethotta the sand-drake at level 17 on the 43rd Haze 122nd year of Ascendancy at 09:29 Killed by Bethotta the sand-drake at level 17 on the 43rd Haze 122nd year of Ascendancy at 10:47 Killed by Emara the shimmering crystal at level 22 on the 67th Haze 122nd year of Ascendancy at 01:32 Killed by Ce'Nigatira the skeleton archer at level 26 on the 2nd Decay 122nd year of Ascendancy at 03:54 Killed by Elaremikira the bone giant at level 27 on the 2nd Decay 122nd year of Ascendancy at 13:43 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 32 (base 29) |
| Constitution | 18 (base 12) |
| Magic | 64 (base 56) |
| Willpower | 19 (base 12) |
| Cunning | 33 (base 29) |
Resources
| Life | -5/581 |
| Mana | 90/173 |
| Stamina | 100/136 |
| Psi | 99/99 |
| Healing Factor | 1.163829787234 |
| Regeneration | 1.4547872340425 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 45.712164534463 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 53 |
| Crit Chance | 40% |
| APR | 11 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 54 |
| Crit Chance | 39% |
| APR | 10 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +30% |
| Darkness | +42% |
| Blight | +24% |
| Physical | +20% |
| Fire | +80% |
| All | +15% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +25% |
| Physical | +30% |
| Fire | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 36.4 (74.117647058824%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 22 |
| Physical Save | 21 |
| Spell Save | 30 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | -3%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 24%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 18%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 5%( 70%) |
| Darkness | + 62%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Disarm Resistance | 50% |
| Confusion Resistance | 26% |
| Silence Resistance | 22% |
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Blazebrand | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Force | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Arcane veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Fire Stance |
| talent | Mana Focus |
| talent | Arcane Shield |
| talent | Spellsword Combat |
| talent | Aura of Fire |
| talent | Skate |
| talent | Elemental Stance |
| talent | Shielding |
| talent | Shielding |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is broken by guilt, taking 14.18 mind damage per turn. Guilt |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The time distortion has created a restoration field, healing the target for 123 each turn. Temporal Restoration Field |
| beneficial effect | The target is recovering 17 life each turn. Recovery |
| detrimental effect | Huge cut that bleeds, doing 34.38 physical damage per turn. Bleeding |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The victim is corrupted, suffering 269 damage over 12 turns and losing 20% resistance to blight and mind damage. Veinblight |
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 successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: weary adventurer (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 82. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed xorn fragment. * You've found the needed bloated horror heart. | 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 within20 lumberjacks have died. | 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 | dragonbone vilestaff 'Aromivena' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +5 Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 23 fire Changes resistances: +9% mind / +6% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +36.00% Spellpower: +21 (+6 eff.) Spell crit. chance: +16% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. This item has been sent to the Item's Vault. |
| Light source | UmbraphageRequires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 72, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 119.49 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
| On head | Manaderan the Brandripper (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% acid / +15% fire / +5% cold Changes resistances penetration: +10% acid Changes damage: +3% acid Allows you to breathe in: water A hat made of leather. Very stylish. |
| On feet | pair of hardened leather boots 'Belyriawyn' (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +3 Defense: +13 (+7 eff.) Fatigue: +3% Changes stats: +3 Str Life regen: +0.40 Stamina each turn: +0.60 Healing mod.: +10% Activating this item is instant. It can be used to activate talent Evasion, 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: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Tool | quiet steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of arcana(+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Silence immunity: +22% Mana each turn: +0.11 Rings can have magical properties. |
| On fingers | Arewen the ArcquarryPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes resistances: +24% darkness Changes damage: +12% darkness / +9% blight Mental save: +5 (+2 eff.) Disarm immunity: +26% Confusion immunity: +26% Pinning immunity: +26% Knockback immunity: +32% Maximum life: +26.00 Rings can have magical properties. |
| Around neck | SepsisfiendInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Con / +3 Wil Changes resistances penetration: +10% fire Changes damage: +5% physical Physical save: +6 (+3 eff.) Life regen: +0.60 Maximum life: +43.00 Combat speed: +10% Talent on hit(nature): Poisonous Spores (5% chance level 1). Talent on hit(mindpower): Slime Spit (5% chance level 1). Amulets can have magical properties. |
| In main hand | short yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.3% procs dam / acc Accuracy: +3 Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | spiritwalker's hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mental save: +6 (+3 eff.) Mana each turn: +0.24 Maximum mana: +32.00 Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | Blazeviper the ash magestaff (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.3% procs dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +16 light When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes resistances: +9% acid / +6% nature / +12% darkness Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +9.00% Spell save: +12 (+6 eff.) Spellpower: +13 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Daganik the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +6 Str / +1 Dex / +1 Con Changes resistances penetration: +5% acid / +20% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 19 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Infused by psionic forces Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +18% Changes stats: +2 Str / +4 Wil / +4 Cun / +2 Con Changes resistances: +7% acid / +6% physical / +5% fire / +7% cold / +5% lightning Talent cooldown: Rush (-5 turns) Mental save: +11 (+5 eff.) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +20% A suit of armour made of metal plates. |
Inventory
regeneration infusion of the wizard (heal 466 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. 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. |
heroism infusion of the psychic (+8 for 9 turns, die at -318)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -318 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
BalancegritInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str / +1 Dex Changes resistances: +5% physical Changes resistances penetration: +15% nature Stamina each turn: +1.10 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 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... |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
grounding steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
steel amulet of mastery (0.13 Spell / Temporal)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.13 Spell / Temporal Amulets can have magical properties. |
gold amulet 'Olakhad'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to disease * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances: +16% lightning Changes resistances cap: +2% all Changes resistances penetration: +5% temporal Changes damage: +6% blight Physical save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +13% Stun/Freeze immunity: +34% Mindpower: +11 (+5 eff.) Amulets can have magical properties. |
copper ring of arcana(+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Borogadin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Wil Changes resistances penetration: +20% mind Critical mult.: +15.00% Mental save: +38 (+14 eff.) Mental crit. chance: +3% Rings can have magical properties. |
steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Flashcrypt the steel greatsword (23.5-37.6 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 50% Mag, 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning Changes damage: +21% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Smolderreek (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 8 mind / 8 fire Changes resistances: +6% mind / +18% fire Changes resistances penetration: +10% mind Changes damage: +6% mind / +18% fire Disarm immunity: +30% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger 'Halyruiyon' (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Changes stats: +1 Dex / +1 Mag / +5 Wil / +3 Con Changes resistances: +3% blight Changes resistances penetration: +7% physical Light radius: +2 Life leech chance: +15% Life leech: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.impenetrable steel plate armour (4 def, 17 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +22% A suit of armour made of metal plates. |
MirearcInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid Changes damage: +3% nature / +9% acid Physical save: +6 (+3 eff.) Size category: +1 Talent on hit(nature): Slime Spit (5% chance level 1). Talent on hit(nature): Oozebeam (10% chance level 1). Talent on hit(mindpower): Distortion Bolt (5% chance level 2). A belt that goes around your waist. |
Flashtrencher (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Dex / +1 Mag / +3 Wil Changes resistances: +12% cold Grants telepathy: Dragon Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unribers the Glimmerwither (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Changes stats: +4 Dex / +2 Wil Changes damage: +6% light Mental save: +6 (+3 eff.) Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Moldshaper' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature Changes resistances: +3% nature Changes resistances penetration: +5% fire Changes damage: +15% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Belussra' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +10 (+5 eff.) Fatigue: -4% Changes stats: +3 Wil Physical save: +9 (+4 eff.) Maximum life: +60.00 Life leech chance: +15% Life leech: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Magmatide the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances penetration: +25% acid / +15% fire Changes damage: +30% fire A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
7 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
5 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. |
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. |
8 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. |
4 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
258 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (68 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rungof's FangRequires: - Level 15 Infused 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. This item has been sent to the Item's Vault. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xoratta the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -6% Changes stats: +4 Str / +2 Dex / +1 Wil Changes resistances: +5% darkness / +7% fire Changes damage: +3% blight Spell save: +6 (+3 eff.) Spellpower: +8 (+3 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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)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)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 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 Blaze It the Cornac Adventurer level 8
31st Dusk 122nd year of Ascendancy at 03:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Blaze It the Cornac Adventurer level 24
69th Haze 122nd year of Ascendancy at 21:01 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blaze It the Cornac Adventurer level 21
64th Haze 122nd year of Ascendancy at 04:36 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blaze It the Cornac Adventurer level 25
72nd Haze 122nd year of Ascendancy at 20:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Blaze It the Cornac Adventurer level 10
39th Dusk 122nd year of Ascendancy at 02:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Blaze It the Cornac Adventurer level 20
57th Haze 122nd year of Ascendancy at 11:03 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Blaze It the Cornac Adventurer level 11
55th Dusk 122nd year of Ascendancy at 08:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Blaze It the Cornac Adventurer level 16
19th Haze 122nd year of Ascendancy at 16:50 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Blaze It the Cornac Adventurer level 8
12nd Dusk 122nd year of Ascendancy at 07:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Blaze It the Cornac Adventurer level 11
68th Dusk 122nd year of Ascendancy at 04:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Blaze It the Cornac Adventurer level 25
72nd Haze 122nd year of Ascendancy at 19:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Blaze It the Cornac Adventurer level 16
18th Haze 122nd year of Ascendancy at 11:59 see stats
Log
Aura of Fire hits Elaremikira the bone giant for 13 fire damage.
Blaze It's Beyond the Flesh hits Elaremikira the bone giant for 30 physical, 13 mind, 24 fire (67 total damage).
Blaze It hits Elaremikira the bone giant for 7 fire, 29 fire (36 total damage).
Blaze It uses Infusion: Wild.
Blaze It is not stunned anymore.
Blaze It is cured!
Blaze It lessens the pain.
Blaze It casts Fire Strike.
Blaze It resists the mind attack!
Blaze It resists the mind attack!
Elaremikira the bone giant shrugs off the effect 'Purifying Fire'!
Blaze It performs a melee critical strike against Elaremikira the bone giant!
Blaze It performs a melee critical strike against Elaremikira the bone giant!
Blaze It resists the mind attack!
Blaze It resists the mind attack!
Elaremikira the bone giant HEALS from blight damage!
Elaremikira the bone giant hits Blaze It for 3 acid, 5 mind, 10 blight, 12 fire, 4 mind, 3 acid, 10 mind, 10 blight, 12 fire, 8 mind, 3 acid, 5 mind, 10 blight, 12 fire, 4 mind (112 total damage).
Blaze It hits Elaremikira the bone giant for 89 physical, 51 fire, 16 fire, 115 fire, 57 blight, 25 healing, 60 fire, 18 fire, 30 blight, 13 healing, 33 light, 41 arcane, 60 fire, 18 fire (589 total damage) [38 healing].
Skeleton archer shoots!
Elaremikira the bone giant casts Rend.
Blaze It is recovering from the damage!
Blaze It starts to bleed.
Elaremikira the bone giant HEALS from blight damage!
Elaremikira the bone giant hits Blaze It for 93 physical, 8 lightning, 14 blight, 70 physical, 14 blight, 58 blight, 8 lightning, 14 blight, 68 blight, 14 blight (363 total damage).
Burning from Blaze It hits Elaremikira the bone giant for 30 fire damage.
Blaze It hits Elaremikira the bone giant for 6 blight, 3 healing, 4 physical, 6 blight, 3 healing, 4 physical, 5 blight, 2 healing, 3 physical, 5 blight, 2 healing, 3 physical (36 total damage) [10 healing].
Skeleton archer's Shoot hits Blaze It for 50 physical, 9 fire, 8 mind (66 total damage).
Blaze It resists the mind attack!
Saving game...
























































































