Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 20 on the 51st Dusk 122nd year of Ascendancy at 07:39 2 / 4Killed by elven mage at level 21 on the 78th Dusk 122nd year of Ascendancy at 09:45 Killed by fire drake at level 22 on the 11st Haze 122nd year of Ascendancy at 01:25 Killed by Red Beard the Bloody at level 22 on the 11st Haze 122nd year of Ascendancy at 03:10 |
Primary Stats
| Strength | 39 (base 28) |
| Dexterity | 28 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 55 (base 51) |
| Willpower | 28 (base 12) |
| Cunning | 33 (base 23) |
Resources
| Paradox | 300 |
| Mana | 326/326 |
| Psi | 138/138 |
| Vim | 166/166 |
| Life | 447/447 |
| Souls | 8/10 |
| Stamina | 210/210 |
| Positive | 60/63 |
| Healing Factor | 1.2 |
| Regeneration | 4.08 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 52 |
| Crit Chance | 28% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 48.639562015814 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.4 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.319404809641 (74.117647058824%) |
| Defense | 33.25 |
| Ranged Defense | 37.25 |
| Fatigue | 36 |
| Physical Save | 38.47159210535 |
| Spell Save | 42.0143947369 |
| Mental Save | 40.5 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 28% |
| Bleed Resistance | 28% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| 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 182 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrotic minions | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Retribution |
| talent | Disintegration |
| talent | Necrotic Aura |
| talent | Matter Weaving |
| talent | Hardened Core |
| talent | Chant of Fortitude |
| talent | Beyond the Flesh |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 failed to protect the injured seer from death by ritch flamespitter. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed giant spider spinneret. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within6 lumberjacks have died. | done |
Equipment
| Psionic focus | Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| On hands | naturalist's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) naturalist's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+6 eff.) Armour: +3 Damage (Melee): 7 nature Changes stats: +4 Dex Changes resistances: +7% nature Changes damage: +6% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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 | Mardosarek (0 def, 5 armour) Mardosarek (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 temporal Changes stats: +7 Str / +5 Dex Changes resistances: +12% blight / +3% temporal / +33% darkness Changes damage: +6% temporal Maximum encumbrance: +40 Spell save: +18 (+6 eff.) Mental save: +9 (+3 eff.) Disease immunity: +5% Infravision radius: +5 It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
| On feet | Erytoduran (0 def, 1 armour) Erytoduran (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +6 Dex Stealth bonus: +6 Stamina each turn: +0.20 A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Vim when hit: +1.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Vim when hit: +1.00 Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.10 cold and 12.30 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Nimbusvalor NimbusvalorInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+4 eff.) Fatigue: -6% Changes stats: +3 Cun / +7 Lck Changes resistances: +9% lightning / +15% cold Life regen: +1.30 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| In main hand | Geba the stralite mace (37-51.8 power, 5 apr) Geba the stralite mace (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +17 darkness Damage against: +13% Living When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 8 blight Changes stats: +1 Dex Changes resistances penetration: +8% acid Changes damage: +3% arcane Talent granted: +3 Flame Bolts Critical mult.: +10.00% Life regen: +1.70 Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +25% Blunt and deadly. |
| Around waist | Mighty Girdle Mighty GirdleCrafted 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 | Unrymnir the dwarven-steel shield (8 def, 2 armour, 79 block) Unrymnir the dwarven-steel shield (8 def, 2 armour, 79 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 8 cold Damage when hit (Melee): 16 ice Changes resistances: +3% blight / +3% fire / +20% acid Reduce damage by fixed amount: +10 acid Talent granted: +3 Block Physical save: +10 (+4 eff.) Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
| Cloak | Xanimira the linen cloak (1 def, 0 armour) Xanimira the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Wil / +2 Mag Changes damage: +3% blight Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 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 dwarven-steel plate armour of command (12 def, 16 armour) enlightening dwarven-steel plate armour of command (12 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +12 (+6 eff.) Fatigue: +24% Changes stats: +7 Cun / +5 Wil Talent granted: +3 Fiery Cleansing Mental save: +23 (+8 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. psionicist's copper ringpsionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Vim when hit: +0.00 Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of projection (18-23.4 power, 7 apr)dwarven-steel dagger of projection (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of persecution (17.5-22.75 power, 7 apr)insidious dwarven-steel dagger of persecution (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 insidious poison Damage against: +6% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
Tulyrorak the Stormbrace (28-42 power, 2 apr) Tulyrorak the Stormbrace (28-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +9 cold Burst (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Defense: +7 (+4 eff.) Changes damage: +3% mind Critical mult.: +17.00% Disarm immunity: +36% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of projection (37-59.2 power, 2 apr)dwarven-steel greatsword of projection (37-59.2 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of purging (35-56 power, 2 apr)dwarven-steel greatsword of purging (35-56 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Cyrevena the Ichorenvy (15-18 power, 3 apr, light element)Cyrevena the Ichorenvy (15-18 power, 3 apr, light element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 9% chance to blind Damage when hit (Melee): 4 nature Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 85.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insidious iron waraxe (11.5-16.1 power, 2 apr)insidious iron waraxe (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Polith' (12.5-17.5 power, 2 apr)iron waraxe 'Polith' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage against: +8% Unnatural When wielded/worn: Changes stats: +2 Wil Spell save: +9 (+3 eff.) Blindness immunity: +15% Stun/Freeze immunity: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe (0 def, 0 armour)focusing woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Mana each turn: +0.13 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of lightning (+16%) (0 def, 0 armour)linen robe of lightning (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% fire Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Belunor the dwarven-steel helm (0 def, 4 armour)Belunor the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +2 Con Changes resistances: +10% blight / +7% cold / +7% darkness / +8% fire Changes resistances penetration: +5% acid Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dairaneg (0 def, 3 armour) Dairaneg (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +7 Con Changes resistances: +5% arcane / +1% physical Silence immunity: +5% A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of absorption (0 def, 4 armour)dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.10 Equilibrium when hit: +1.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.16 to 108.49 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Emeloth the Taintfurnace (3 def, 8 armour) Emeloth the Taintfurnace (3 def, 8 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 nature Changes resistances: +5% acid / +6% physical / +19% fire / +3% nature / +7% cold Changes resistances penetration: +10% acid Allows you to breathe in: water Physical save: +18 (+7 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Runehad the steel shield (6 def, 2 armour, 39.5 block) Runehad the steel shield (6 def, 2 armour, 39.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 12 ice Changes resistances: +16% lightning / +3% fire / +6% darkness / +6% blight Talent granted: +2 Block Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
390 alchemist agate 390 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
6 opal 6 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [fire imp] (level 10, finger) demon seed [fire imp] (level 10, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 16, finger) demon seed [fire imp] (level 16, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 16, mainhand) demon seed [fire imp] (level 16, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 18, body) demon seed [fire imp] (level 18, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 19, mainhand) demon seed [fire imp] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 19, offhand) demon seed [fire imp] (level 19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% fire Reduce damage by fixed amount: +10 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 20, body) demon seed [fire imp] (level 20, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 20, finger) demon seed [fire imp] (level 20, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 20, mainhand) demon seed [fire imp] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 21, finger) demon seed [fire imp] (level 21, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 22, body) demon seed [fire imp] (level 22, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 24, finger) demon seed [fire imp] (level 24, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 24, offhand) demon seed [fire imp] (level 24, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +22% fire Reduce damage by fixed amount: +12 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 11, offhand) demon seed [wretchling] (level 11, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +16% acid Reduce damage by fixed amount: +6 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 15, mainhand) demon seed [wretchling] (level 15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 16, mainhand) demon seed [wretchling] (level 16, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 17, body) demon seed [wretchling] (level 17, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 18, body) demon seed [wretchling] (level 18, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 18, finger) demon seed [wretchling] (level 18, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 18, mainhand) demon seed [wretchling] (level 18, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 19, offhand) demon seed [wretchling] (level 19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% acid Reduce damage by fixed amount: +10 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, finger) demon seed [wretchling] (level 20, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, mainhand) demon seed [wretchling] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 22, body) demon seed [wretchling] (level 22, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 22, finger) demon seed [wretchling] (level 22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 23, mainhand) demon seed [wretchling] (level 23, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 23, offhand) demon seed [wretchling] (level 23, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +22% acid Reduce damage by fixed amount: +12 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 24, body) demon seed [wretchling] (level 24, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 24, finger) demon seed [wretchling] (level 24, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
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. |
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. |
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. |
4 amethyst 4 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Red Beard the Bloody the Cornac Adventurer level 15
20th Dusk 122nd year of Ascendancy at 07:52 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Red Beard the Bloody the Cornac Adventurer level 10
1st Mirth 122nd year of Ascendancy at 04:08 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Red Beard the Bloody the Cornac Adventurer level 20
51st Dusk 122nd year of Ascendancy at 04:45 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Red Beard the Bloody the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 19:17 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Red Beard the Bloody the Cornac Adventurer level 11
4th Dusk 122nd year of Ascendancy at 19:36 see stats
Log
Saving game...
