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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! 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. IndieRoyale Bonus 1.2.2 Ashes of Urh'Rok 1.4.0Official 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:
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. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: 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. 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: Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord 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.) 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). Dream Hammer Tweak 1.3.1Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs. 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! 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. 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: 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. 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.) 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Revised Short Staves 1.4.6Elemental 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: Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. 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. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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: Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. 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 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: Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. 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. Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Murder - Quoth the Raven 1.4.0Adds the Murder tree for necromancers, allowing them to conjure flocks of crows. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: 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:
Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. 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 Items Vault 1.4.8Donators/Buyers bonus! 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. 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. Runic Golem 1.0.4 Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. 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 Inferno Race Pack 1.4.0Adds a collection of my races. 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 | Doomelf |
| Class | Adventurer |
| Level / Exp | 16 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by mutilator at level 3 on the 75th Pyre 122nd year of Ascendancy at 16:56 0 / 6Killed by dúathedlen at level 4 on the 77th Pyre 122nd year of Ascendancy at 10:18 Killed by sick giant venus flytrap at level 6 on the 78th Pyre 122nd year of Ascendancy at 13:34 Killed by Emorin the honey tree at level 15 on the 45th Dusk 122nd year of Ascendancy at 16:47 Killed by Emorin the honey tree at level 15 on the 45th Dusk 122nd year of Ascendancy at 18:05 Killed by Elarawen the rattlesnake at level 16 on the 46th Dusk 122nd year of Ascendancy at 23:11 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 48 (base 42) |
| Willpower | 23 (base 14) |
| Cunning | 28 (base 28) |
Resources
| Life | -128/325 |
| Paradox | 258 |
| Stamina | 170/178 |
| Psi | 103/103 |
| Healing Factor | 1 |
| Regeneration | 89.29 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +88.495575221239% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 42 |
| Crit Chance | 22% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 42 |
| Crit Chance | 22% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.4 (77.117647058824%) |
| Defense | 27 |
| Ranged Defense | 35 |
| Fatigue | 38 |
| Physical Save | 21 |
| Spell Save | 26 |
| Mental Save | 22 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Living paradox | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Written in the Stars | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.00 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon Folding |
| talent | Skate |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 56.82 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 13%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | A living stone vine holds the target in place, inflicting 16.2 Physical damage per turn. Stone Vine |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 88.84 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target's negative regeneration is increased by 3. Talent investment might add more benefits. 4 Mantle |
| beneficial effect | The target's defense and saves have been increased by 8. 4 Spin |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. 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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. | 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 within4 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 | [vs. coruscating dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 84 block) (In main hand, 1 of 2)] earthen elm starstaff of illumination (100% power, 2 apr, temporal element)earthen elm starstaff of illumination (100% power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces Infused by nature Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +3 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When used to attack (with talents): Power: 66% (-69%) Range: 1.1x (-0.1x) Uses stat: 50% Mag Damage type: Physical Accuracy: +0 (-3) Physical crit. chance: +0.0% (-3.5%) Block value: +0 (-84) Damage (Melee): +0(-12) fire When wielded/worn: Armour: +3 (+1) Armour Hardiness: +3% Defense: +6 (+3 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +0% (-12%) Effects on melee hit: * 6% chance to blind Damage when hit (Melee): 0(-16) fire Changes stats: +0(-3) Str Changes resistances: +0%(-12%) fire / +0%(-20%) cold Changes damage: +10% temporal Talents granted: +1 Command Staff +0(+-3) Block Physical save: +3 (+1 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +2 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 51.85 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. small tauntlets of strength (+2) (0 def, 2 armour) (On hands)] small tauntlets of strength (+2) (0 def, 2 armour)small tauntlets of strength (+2) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Weapon 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +2 (-) Changes stats: +2(-) Str Talents granted: +1.00(-) Block Tauntlets behave like a shield, and allow you to block attacks. 11 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
| Light source | [vs. scorching brass lantern (Light source)] scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12(-) fire Changes resistances: +6%(-) fire Light radius: +2 (-) 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. Ashravage the rough leather cap (0 def, 1 armour) (On head)] Ashravage the rough leather cap (0 def, 1 armour)Ashravage the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 0(-40) item acid corrode Changes resistances: +6%(-) fire Changes damage: +6%(-) fire Stamina when hit: +1.00 (-) Equilibrium when hit: +1.10 (-) A cap made of leather. |
| On feet | [vs. Gedir (0 def, 1 armour) (On feet)] Gedir (0 def, 1 armour)Gedir (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-) Damage when hit (Melee): 8(-) mind Changes damage: +15%(-) mind Grants telepathy: Demon/Minor Demon/Major Stamina each turn: +0.30 (-) Maximum life: +34.00 (-) Movement speed: +10% (-) A pair of boots made of leather. |
| Tool | [vs. iron pickaxe of predation (dig speed 29 turns) (Tool)] iron pickaxe of predation (dig speed 29 turns)iron pickaxe of predation (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Dex Movement speed: +10% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Xara the Ebonyterror (On fingers)] Xara the EbonyterrorXara the Ebonyterror Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 (-) Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 0(-15) item darkness numbing Changes stats: +2(-) Str / +1(-) Mag / +1(-) Wil Rings can have magical properties. |
| Around neck | [vs. Earthen Beads (Around neck)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +0.20 (-) Mindpower: +5 (+3 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 14/40) : Effective talent level: 2.0 Power cost: 40 out of 14/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | [vs. coruscating dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 84 block) (In main hand, 1 of 3)] coruscating dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 84 block)coruscating dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 84 block) Requires: - Strength 21 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +3 (-) Physical crit. chance: +3.5% (-) Block value: +84 (-) Damage (Melee): +12(-) fire When wielded/worn: Armour: +2 (-) Defense: +8 (+4 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 16(-) fire Changes stats: +3(-) Str Changes resistances: +12%(-) fire / +20%(-) cold Talents granted: +3.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. coruscating dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 84 block) (In main hand, 1 of 3)] flaming dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 80.5 block)flaming dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 100% power, 80.5 block) Requires: - Strength 21 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 133% (-2%) Range: 1.2x (+0.0x) Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +3 (-) Physical crit. chance: +3.5% (-) Block value: +80 (-4) Damage (Melee): +0(-12) fire Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 (-) Defense: +8 (+4 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Damage (Melee): 6 fire Damage when hit (Melee): 12(-4) fire Changes stats: +0(-3) Str Changes resistances: +0%(-12%) fire / +20%(-) cold Talents granted: +3.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Cloak | [vs. thick linen cloak of the Shaloren (1 def, 6 armour) (Cloak)] thick linen cloak of the Shaloren (1 def, 6 armour)thick linen cloak of the Shaloren (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Wil / +2(-) Mag Changes resistances: +12%(-) cold 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. Porumilaith the Shadesteel (3 def, 7 armour) (Main armor)] Porumilaith the Shadesteel (3 def, 7 armour)Porumilaith the Shadesteel (3 def, 7 armour) Requires: - Strength 16 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +3 (+1 eff.) (-) Fatigue: +17% (-) Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 0(-40) item darkness numbing Damage when hit (Melee): 4(-) lightning Changes resistances: +3%(-) lightning / +16%(-) cold / +3%(-) darkness A suit of armour made of metal plates. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
[vs. Gedir (0 def, 1 armour) (On feet)] Brandwither the pair of iron boots (0 def, 3 armour)Brandwither the pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by nature Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +1% (+5%) Damage when hit (Melee): 0(-8) mind / 4 fire Changes stats: +2 Str Changes damage: +0%(-15%) mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +10 Life regen: +1.70 Stamina each turn: +0.00 (-0.30) Maximum life: +0.00 (-34.00) Movement speed: +0% (-10%) Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. small tauntlets of strength (+2) (0 def, 2 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +2 (-) Defense: +1 (+1 eff.) Changes stats: +0(-2) Str Talent granted: +0(+-1) Block Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. Ashravage the rough leather cap (0 def, 1 armour) (On head)] rough leather hat of strength (+3) (0 def, 1 armour)rough leather hat of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 0(-40) item acid corrode Changes stats: +3 Str Changes resistances: +0%(-6%) fire Changes damage: +0%(-6%) fire Stamina when hit: +0.00 (-1.00) Equilibrium when hit: +0.00 (-1.10) A hat made of leather. Very stylish. |
[vs. Ashravage the rough leather cap (0 def, 1 armour) (On head)] miner's iron helm of the depths (0 def, 5 armour)miner's iron helm of the depths (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (+4) Fatigue: +4% (+3%) Damage (Melee): 0(-40) item acid corrode Changes resistances: +0%(-6%) fire / +6% cold Changes damage: +0%(-6%) fire Allows you to breathe in: water Stamina when hit: +0.00 (-1.00) Equilibrium when hit: +0.00 (-1.10) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
spinel 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. |
3 ametrine 3 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. |
2 citrine 2 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. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+8 eff.) Changes damage: +4% all Latent Damage Type: Acid 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Artorias the Doomelf Adventurer level 9
17th Dusk 122nd year of Ascendancy at 01:37 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Artorias the Doomelf Adventurer level 6
78th Pyre 122nd year of Ascendancy at 05:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Artorias the Doomelf Adventurer level 10
28th Dusk 122nd year of Ascendancy at 08:17 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Artorias the Doomelf Adventurer level 15
37th Dusk 122nd year of Ascendancy at 17:41 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Artorias the Doomelf Adventurer level 4
76th Pyre 122nd year of Ascendancy at 22:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Artorias the Doomelf Adventurer level 8
10th Dusk 122nd year of Ascendancy at 19:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Artorias the Doomelf Adventurer level 6
5th Mirth 122nd year of Ascendancy at 10:59 see stats
Log
Mayitira the skeleton magus shrugs off the effect 'Numbing Darkness'!
Mayitira the skeleton magus's temporal clone shrugs off the effect 'Slow'!
Mayitira the skeleton magus slows down.
Mayitira the skeleton magus's armor corrodes!
Mayitira the skeleton magus shrugs off the effect 'Numbing Darkness'!
Mayitira the skeleton magus's temporal clone is filled with fear.
Mayitira the skeleton magus shrugs off the effect 'Insignificance'!
Mayitira the skeleton magus is stunned!
Mayitira the skeleton magus shares damage with his guardian!
Artorias hits Mayitira the skeleton magus's temporal clone for (3 shared), (5 shared), 17 fire, (5 shared), 38 physical, (11 shared), (55 shared), (3 shared), 21 temporal, 19 physical, (6 shared), (6 shared), (5 shared), 17 fire, (5 shared) (216 total damage).
Artorias hits Mayitira the skeleton magus for (42 shared), 55 physical, , 6 fire, , , 12 temporal, 12 fire, 26 physical, 127 physical, , 6 fire, , , 14 temporal, 13 physical, 12 temporal, 12 fire (295 total damage).
You feel a surge of power as a powerful creature falls nearby.
The shield around Artorias crumbles.
Artorias performs a melee critical strike against Mayitira the skeleton magus!
Artorias hits Mayitira the skeleton magus for 53 physical, , 6 fire, , , 12 temporal (70 total damage).
Burning from Belanne the snow cat hits Artorias for (48 blocked), 0 fire (0 total damage).
Elarawen the rattlesnake rushes out!
Artorias is recovering from the damage!
Artorias is dazed!
Artorias hits Elarawen the rattlesnake for 3 lightning, 8 mind, 24 fire, 3 lightning, 8 mind, 24 fire (71 total damage).
Elarawen the rattlesnake hits Artorias for 77 physical, 7 mind, 33 physical (116 total damage).
Artorias uses Infusion: Regeneration.
Artorias starts regenerating health quickly.
Artorias is seized by a stone vine.
Elarawen the rattlesnake uses Shield Pummel.
Artorias is not dazed anymore.
Elarawen the rattlesnake resists the mind attack!
Elarawen the rattlesnake performs a melee critical strike against Artorias!
Saving game...
