Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Merchant on the Map 1.1.0The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) 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:
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. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Improved player targetting 1.2.0Player's targetting improvements. 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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Faerie |
| Class | Adventurer |
| Level / Exp | 28 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinolaith the ink squid at level 28 on the 13rd Dusk 122nd year of Ascendancy at 11:05 / 1 |
Primary Stats
| Strength | 63 (base 26) |
| Dexterity | 41 (base 20) |
| Constitution | 58 (base 25) |
| Magic | 40 (base 19) |
| Willpower | 61 (base 35) |
| Cunning | 85 (base 55) |
Resources
| Mana | 161/437 |
| Psi | 0/292 |
| Life | -66/463 |
| Paradox | 281 |
| Stamina | 316/316 |
| Equilibrium | 35 |
| Healing Factor | 1.41 |
| Regeneration | 1.7625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +192.75776913647% |
| Spell | 0% |
| Global | +150.87566585834% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 101 |
| Accuracy | 65 |
| Crit Chance | 62% |
| APR | 12 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 41.333333333333 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52.233333333333 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Offense: Damage Penetration
| All | +20% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 72.603793838622 |
| Ranged Defense | 72.603793838622 |
| Fatigue | 11 |
| Physical Save | 65.757985948027 |
| Spell Save | 70.757985948027 |
| Mental Save | 71.291647221058 |
Defense: Resistances
| All | 17%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 94% |
| Confusion Resistance | 24% |
| Instadeath Resistance | 100% |
| Stun Resistance | 44% |
| Poison Resistance | 44% |
| Blind Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (60% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 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 150 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 148.58 to 445.74 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 844% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Psionic / Absorption | 1.30 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| Psionic / Far fist | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Wild Growth |
| talent | Mitosis |
| talent | Kinetic Shield |
| talent | Reality Smearing |
| talent | Arcane Combat |
| talent | Shock Hands |
| talent | Charged Shield |
| talent | Striking Stance |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Increases global action speed by 39%. Reflexive Dodging |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +183% Defense: +87 Avoidance of some traps. |
| beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
| beneficial effect | The target is running on pure instinct, gaining +25% global speed, +21 physical power, +25 mental save, and +10.10 stamina regen. Body Over Mind |
| detrimental effect | Damage received in the past is returned as 32.91 paradox damage per turn. Reality Smearing |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-28% global speed). Solipsism |
| detrimental effect | The target is poisoned, taking 46.50 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
| detrimental effect | The target is poisoned, taking 79.30 nature damage per turn. Poison |
| beneficial effect | The mana surge engulfs the target, regenerating 6.07 mana per turn. Surging mana |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by disarming trap. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within | active |
Equipment
| Psionic focus | aquamarine 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. |
| On hands | hardened leather gloves &039; (0 def, 7 armour) hardened leather gloves &039; (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 8 fire / 7 physical Changes resistances: +7% fire / +9% temporal Changes damage: +5% physical / +6% fire Critical mult.: +7.00% Spell crit. chance: +10% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +13.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Burst (radius 1) on hit: +9 physical Burst (radius 2) on crit: +8 physical / +10 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Guardian& Guardian&Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | Kindlewill (13 def, 4 armour) Kindlewill (13 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +3 Mag / +3 Wil / +2 Con Changes resistances: +9% light Changes damage: +6% light It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | dwarven-steel pickaxe &039; (dig speed 15 turns) dwarven-steel pickaxe &039; (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Physical power: +6 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +15% arcane Infravision radius: +4 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Radhesahad the steel ring Radhesahad the steel ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Cun / +3 Mag Changes resistances: +15% blight Changes damage: +12% blight / +9% acid Silence immunity: +20% Mana each turn: +0.16 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | Yvoleda YvoledaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Changes resistances: +26% lightning / +2% physical Changes damage: +13% lightning Mental save: +7 (+2 eff.) Confusion immunity: +24% Stun/Freeze immunity: +20% Life regen: +1.00 Stamina each turn: +0.20 Healing mod.: +5% Rings can have magical properties. |
| Around neck | Kadranik KadranikInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% blight Reduces incoming crit damage: 15.00% Physical save: +25 (+6 eff.) Spell save: +26 (+6 eff.) Mental save: +25 (+6 eff.) Cut immunity: +50% Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 283 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | acidic shiny aurastone acidic shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 15% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 2.0 - 2.2 Uses stat: 15% Mag Damage type: Acid Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% Burst (radius 1) on hit: +6 acid A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
| Around waist | Khelirek the Gloomoozer Khelirek the GloomoozerInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +4 Str / +4 Dex / +2 Mag / +5 Cun / +4 Con / +6 Lck Changes resistances penetration: +5% blight / +5% darkness Trap disarming bonus: +11 Stealth bonus: +9 Physical save: +9 (+2 eff.) Spell save: +29 (+7 eff.) Infravision radius: +4 Size category: +2 A belt that goes around your waist. |
| In off hand | clear shiny aurastone clear shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 15% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 2.0 - 2.2 Uses stat: 15% Mag Damage type: Light Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% Burst (radius 1) on hit: +5 light A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
| Cloak | cashmere cloak &039; (2 def, 0 armour) cashmere cloak &039; (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Wil / +2 Mag Changes resistances: +12% lightning / +16% temporal / +13% darkness Changes resistances penetration: +10% lightning Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +12% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world& |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the duelist (831% speed; 4 turns)movement infusion of the duelist (831% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 831% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (751% regen over 10 turns; 38 instant mana) manasurge rune (751% regen over 10 turns; 38 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 751% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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.) |
Beyyavor BeyyavorInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% acid / +10% light / +18% darkness Blindness immunity: +38% Infravision radius: +3 Sight radius: +2 See invisible: +7 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Blazeborn the voratun ringBlazeborn the voratun ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +16 Defense: +14 (+4 eff.) Fatigue: -10% Effects on melee hit: * 40% chance to corrode armour Changes resistances: +16% mind Changes resistances penetration: +10% fire Changes damage: +9% acid / +12% fire / +16% mind Maximum encumbrance: +37 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
voratun ring &039; voratun ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction * 30% chance to corrode armour Damage when hit (Melee): 12 nature / 4 darkness Changes stats: +11 Cun / +11 Mag Changes resistances: +6% darkness Stun/Freeze immunity: +28% Life regen: +2.40 Spellpower: +23 (+8 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. sharp voratun dagger of rage (42-54.6 power, 9 apr)sharp voratun dagger of rage (42-54.6 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +13.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Str Changes damage: +10% physical Stamina when hit: +0.40 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite greatsword (49.5-79.2 power, 3 apr)balanced stralite greatsword (49.5-79.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Disarm immunity: +39% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer&blazebringer& Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +24 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +6% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. crushing voratun greatsword (68-108.8 power, 4 apr)crushing voratun greatsword (68-108.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. creative living mindstar (15.5-17.05 power, 40 apr, nature damage)creative living mindstar (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +18.00% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of life (17.5-19.25 power, 40 apr, mind damage)living mindstar of life (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +1.00 Maximum life: +44.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. manaburning living mindstar of life (16.5-18.15 power, 40 apr, nature damage)manaburning living mindstar of life (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn When wielded/worn: Changes resistances: +8% arcane Life regen: +0.80 Maximum life: +20.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Darkpierce (9 def, 5 armour)Darkpierce (9 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Changes stats: +4 Cun Changes resistances: +23% mind / +34% darkness Changes resistances penetration: +15% mind Changes damage: +6% darkness / +6% mind / +13% light Physical save: +43 (+11 eff.) Spell save: +16 (+4 eff.) Mental save: +36 (+9 eff.) Spellpower: +7 (+2 eff.) Spell crit. chance: +8% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden& Eden&Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 62% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Soleguard (0 def, 5 armour) Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+1 eff.) &039; Always check the label carefully... |
cinder hardened leather gloves (0 def, 2 armour) cinder hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +6% fire Changes damage: +8% fire When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +10 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves &039; (0 def, 2 armour) hardened leather gloves &039; (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 8 mind Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +7% darkness / +7% mind Changes damage: +5% mind Critical mult.: +5.00% Physical save: +7 (+2 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +15% Disarm immunity: +20% Stun/Freeze immunity: +15% Infravision radius: +1 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 2) on crit: +21 light / +16 darkness / +7 mind It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 53.98 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of resilience (5 def, 10 armour)cleansing voratun mail armour of resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +15% nature / +14% blight Maximum life: +32.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of stability (4 def, 19 armour)impenetrable stralite mail armour of stability (4 def, 19 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +19 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +15 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour (5 def, 21 armour)impenetrable voratun mail armour (5 def, 21 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Aeruwe the Coalvengeance (13 def, 12 armour)Aeruwe the Coalvengeance (13 def, 12 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +10 Str / +7 Dex Changes resistances: +10% acid / +6% temporal / +30% fire / +3% blight / +9% cold / +5% arcane / +3% lightning Changes resistances penetration: +10% darkness Allows you to breathe in: water Physical save: +14 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of resilience (4 def, 7 armour)rejuvenating reinforced leather armour of resilience (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +3.60 Stamina each turn: +1.30 Maximum life: +41.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. acidic stralite shield of crushing (10 def, 2 armour, 144.5 block)acidic stralite shield of crushing (10 def, 2 armour, 144.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 26 acid Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of fire resistance (+23%) (12 def, 3 armour, 200 block)voratun shield of fire resistance (+23%) (12 def, 3 armour, 200 block) Requires: - Strength 48 - Talent Armour Training (level 2) Alternately Requires: - Strength 48 - Talent Shield Mastery (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +23% fire Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Yvavea (23/23, 55-77 power, 18 apr)Yvavea (23/23, 55-77 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Wil, 70% Cun Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 40% chance to corrode armour * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +60 insidious poison / +15 physical / +22 darkness / +18 temporal / +4 acid / +16 mind Burst (radius 2) on crit: +8 mind / +4 acid Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
384 alchemist agate 384 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. |
2 opal 2 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. insidious pouch of voratun shots of wind (20/20, 53.5-64.2 power, 6 apr)insidious pouch of voratun shots of wind (20/20, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +47 insidious poison Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of accuracy (23/23, 56.5-67.8 power, 6 apr)pouch of voratun shots of accuracy (23/23, 56.5-67.8 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 Shots are used with slings to pummel your foes to death. |
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. |
Halikalthorion the dragonbone wand of conjuration [power 433] (10 cooldown) Halikalthorion the dragonbone wand of conjuration [power 433] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Changes stats: +2 Dex / +1 Con Maximum wards: +3 lightning / +4 temporal / +4 blight / +4 fire / +5 cold Talents granted: +10 Volcano +1 Ward Physical save: +20 (+5 eff.) Maximum mana: +20.00 Spell crit. chance: +3% It can be used to fire a bolt of a random element (dam 216-433), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 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. |
2 citrine 2 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. |
4 zircon 4 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
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Amelia the Faerie Adventurer level 22
10th Dusk 122nd year of Ascendancy at 03:56 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Amelia the Faerie Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 23:42 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Amelia the Faerie Adventurer level 20
7th Dusk 122nd year of Ascendancy at 03:05 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Amelia the Faerie Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 23:54 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Amelia the Faerie Adventurer level 10
5th Mirth 122nd year of Ascendancy at 01:40 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Amelia the Faerie Adventurer level 24
11st Dusk 122nd year of Ascendancy at 12:28 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Amelia the Faerie Adventurer level 16
5th Dusk 122nd year of Ascendancy at 05:34 see stats
Log
Amelia hits Something for 162 physical, , 0 arcane, 10 lightning, 19 fire, 8 physical, 0 mind, , 0 physical, 0 physical, 11 fire, 0 arcane, 16 acid, , 0 arcane, 0 lightning, 43 fire, 0 physical, 0 mind, , 14 acid, 0 light, , 0 arcane, 0 lightning, 0 fire, 18 physical, 39 mind, , 0 light (340 total damage).
Amelia shrugs off the effect &039;!
Amelia stops being poisoned.
Amelia retunes the fabric of spacetime.
Amelia speeds up.
Amelia feels pain again.
Amelia has finished recovering.
Amelia stops converting damage to paradox..
Bleeding from Eilinolaith the ink squid hits Amelia for (8 to psi shield), (9 resist armour), 0 physical (0 total damage).
Spydric Poison from Eilinolaith the ink squid hits Amelia for (10 to psi shield), (11 resist armour), 0 nature (0 total damage).
Something performs a melee critical strike against Amelia!
Amelia hits Something for 4 lightning, 0 light, 0 acid, 18 mind, 4 lightning, 0 light, 9 acid, 18 mind (52 total damage).
Something hits Amelia for (25 to psi shield), (20 resist armour), (6 absorbed), 0 nature, (1 to psi shield), (1 resist armour), 0 physical, (63 to psi shield), (20 resist armour), (224 absorbed), 0 nature, (2 to psi shield), (3 resist armour), 0 physical (0 total damage).
You are unable to move!
Ran for 1 turns (stop reason: didn&LASTLASTLASTTalent Double Strike is ready to use.
Spydric Poison from Eilinolaith the ink squid hits Amelia for (22 to psi shield), (20 resist armour), (4 absorbed), 0 nature (0 total damage).
Eilinolaith the ink squid uses Slime Spit.
Eilinolaith the ink squid&
Amelia speeds up.
Amelia is poisoned!
Your shield crumbles under the damage!
The shield around Amelia crumbles.
Amelia converts damage into paradox.
You twist your body in complex ways mitigating the blow by 62.
Saving game...
