Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Mesmer 1.2.5A magical class based on creating and shattering illusions. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." Tempus Fugit 1.2.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level 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.] 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:
Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Items Vault 1.3.0Donators/Buyers bonus! Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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): 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 Hexkin race 1.2.5Adds the Hexkin race. !!!This addon is still a work in progress!!! What's new: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. 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. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | VolcanicTurtle |
| Class | Forge Knight |
| Level / Exp | 20 / 87% |
| Size | big |
| Lifes / Deaths | Killed by Cyryna the orc blood mage at level 20 on the 56th Haze 122nd year of Ascendancy at 06:17 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 71 (base 23) |
| Dexterity | 45 (base 37) |
| Constitution | 51 (base 30) |
| Magic | 13 (base 10) |
| Willpower | 39 (base 22) |
| Cunning | 12 (base 10) |
Resources
| Life | -47/1011 |
| Hate | 100/100 |
| Stamina | 250/250 |
| Healing Factor | 1.3958276323394 |
| Regeneration | 23.813395938738 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +55.211342722653% |
| Spell | 0% |
| Global | +50% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.18 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.05 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 64.92 (81.030927835052%) |
| Defense | 21.625 |
| Ranged Defense | 21.625 |
| Fatigue | 20.928078377504 |
| Physical Save | 44.233333333333 |
| Spell Save | 31.6 |
| Mental Save | 26.425 |
Defense: Resistances
| All | -23%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 6% |
| Fear Resistance | 6% |
| Blind Resistance | 6% |
| Disarm Resistance | 39% |
| Bleed Resistance | 6% |
| Pinning Resistance | 16% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: Vine LassoUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 5 turns. The grab will also deal 27.30 physical damage per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Armor forging | 1.40 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Weapon forging | 1.40 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Volcanicturtle | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Volcano Shell |
| detrimental effect | The target is being devoured by insects, taking 78.80 physical damage per turn. (3 jumps remaining) Devouring Swarm |
| beneficial effect | The target is recovering 47 life each turn. Recovery |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | The target is cursed, reducing all resistances by 23%. Curse of Vulnerability |
| detrimental effect | The target is confused, acting randomly (chance 44%), unable to perform complex actions and takes 21.37 darkness damage per turn. Bane of Confusion |
| beneficial effect | You gain 7% resistance against blight. Resolve |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You rescued Pidro Vales and brought him safely back to the Bazaar. Mayor Dambascus should be happy. Go, talk to him again. Delivery Services | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 2 of Norgos Lair) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You entered a temporal rift on level 4 of the Daikara and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Daikara, level 4)While exploring the town, it came under siege. You failed to save the Dwarven artisans from the Orcish onslaught. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | [vs. cinder small tauntlets of strength (+3) (0 def, 2 armour) (On hands)] cinder small tauntlets of strength (+3) (0 def, 2 armour)cinder small tauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +2 (-) Damage (Melee): 6(-) fire Changes stats: +3(-) Str Changes resistances: +6%(-) fire Changes damage: +4%(-) fire Talents granted: +1.00(-) Block Tauntlets behave like a shield, and allow you to block attacks. 8 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
| On head | [vs. forged dwarven-steel helm (3 def, 13 armour) (On head)] forged dwarven-steel helm (3 def, 13 armour)forged dwarven-steel helm (3 def, 13 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 (-) Defense: +3 (+2 eff.) (-) Fatigue: +4% (-) Changes resistances: +9%(-) acid / +2%(-) lightning / +10%(-) cold / +2%(-) arcane / +7%(-) fire Changes damage: +3%(-) nature Spell save: +25 (+13 eff.) (-) Mental save: +9 (+4 eff.) (-) Blindness immunity: +6% (-) Confusion immunity: +6% (-) Fear immunity: +6% (-) Stamina each turn: +0.35 (-) Maximum stamina: +21.00 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Huridunadin the dwarven-steel pickaxe (dig speed 29 turns) (Tool)] Huridunadin the dwarven-steel pickaxe (dig speed 29 turns)Huridunadin the dwarven-steel pickaxe (dig speed 29 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2(-) Str Changes resistances: +11%(-) nature Changes damage: +9%(-) mind / +7%(-) nature / +6%(-) arcane Mental save: +6 (+3 eff.) (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Inertial Twine (On fingers, 1 of 2)] Inertial TwineInertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 (-) Changes stats: +4(-) Str / +8(-) Wil Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Physical save: +12 (+4 eff.) (-) Knockback immunity: +100% (-) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
| On fingers | [vs. Inertial Twine (On fingers, 1 of 2)] warrior&039;Daimidil&warrior&039;Daimidil& Requires: - Level 15 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 (+5) Changes stats: +5(+1) Str / +2 Dex / +4(-4) Wil Changes resistances: +6% lightning / +0%(-5%) physical / +3% light Changes damage: +0%(-5%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +20% Knockback immunity: +0% (-100%) Life regen: +1.70 Rings can have magical properties. This item has been sent to the Item&WHITETap to cycle through comparison choices |
| Around waist | [vs. Polunn (Around waist)] PolunnPolunn Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 (-) Physical crit. chance: +5.0% (-) Physical power: +4 (+1 eff.) (-) Damage when hit (Melee): 8(-) physical Changes stats: +2(-) Con Critical mult.: +8.00% (-) Physical save: +3 (+1 eff.) (-) Healing mod.: +5% (-) A belt that goes around your waist. |
| Main armor | [vs. forged steel plate armour (6 def, 20 armour) (Main armor)] forged steel plate armour (6 def, 20 armour)forged steel plate armour (6 def, 20 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 (-) Defense: +6 (+4 eff.) (-) Fatigue: +22% (-) Changes stats: +5(-) Str / +3(-) Mag / +3(-) Wil Changes resistances: +13%(-) lightning Physical save: +9 (+3 eff.) (-) Cut immunity: +6% (-) Pinning immunity: +6% (-) Stun/Freeze immunity: +6% (-) Life regen: +1.05 (-) Maximum life: +48.00 (-) A suit of armour made of metal plates. |
| In main hand | [vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr)masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 135% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +7 (-) Armour Penetration: +8 (-) Physical crit. chance: +4.5% (-) Attack speed: 85% (-) On weapon hit: * 18 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +6(-) temporal / +14(-) darkness / +14(-) fire / +9(-) nature Thrust Range: 2 When wielded/worn: Changes damage: +10%(-) acid / +10%(-) cold Talents granted: +1.00(-) Blindside A heavy spear. |
| Cloak | [vs. linen cloak &039; (1 def, 0 armour) (Cloak)] linen cloak &039; (1 def, 0 armour)linen cloak &039; (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +2(-) Con Changes resistances: +6%(-) blight / +3%(-) cold / +3%(-) darkness Only die when reaching: -40.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. survivor&039;Glorywen&LAST survivor&039;Glorywen&survivor&039;Glorywen& Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Armour penetration: +3 (-) Changes stats: +4(-) Wil Changes resistances: +3%(-) cold Changes damage: +5%(-) mind Physical save: +6 (+2 eff.) (-) Pinning immunity: +10% (-) Light radius: +2 (-) Healing mod.: +11% (-) 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. |
Inventory
2 Angolwen Academy Training Token 2 Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] Stormfront (20-30 power, 2 apr)This item will automatically be transmogrified when you leave the level. Stormfront (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(-38.5 - -63.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-7) Armour Penetration: +2 (-6) Physical crit. chance: +5.0% (+0.5%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: + inflicts either shocked or wet, chosen at random - burns latent spell energy Damage (Melee): +10 lightning / +0(-6) temporal / +0(-14) darkness / +10 cold / +0(-9) nature / +0(-14) fire When wielded/worn: Changes damage: +10% lightning / +10%(+0%) cold / +0%(-10%) acid Talent granted: +0(+-1) Blindside The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] reforged Dagger of the Past (34.5-44.85 power, 22 apr)reforged Dagger of the Past (34.5-44.85 power, 22 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 34.5 - 44.9(-24.0 - -48.8) Uses stats: 53% Dex, 53% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +7 (-) Armour Penetration: +22 (+14) Physical crit. chance: +21.0% (+16.5%) Attack speed: 102% (+17%) When this weapon hits: Perfect Strike (15% chance level 1). On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +5(-1) temporal / +10(-5) darkness / +0(-14) fire / +0(-9) nature / +10 cold Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +0%(-10%) acid / +5% temporal / +6% light / +6% blight / +0%(-10%) cold Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Talents granted: +0(+-1) Blindside +1 Slime Spit Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] dwarven-steel greatmaul &039; (45.5-68.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul &039; (45.5-68.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 6.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.5 - 68.3(-13.0 - -25.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +0 (-7) Armour Penetration: +2 (-6) Physical crit. chance: +1.5% (-3.0%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Accuracy: +6 (+2 eff.) Changes damage: +12%(+2%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside Physical save: +6 (+2 eff.) * Grants [Heavy Strike] Talent Massive two-handed mauls. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] steel longsword of the mystic (16-22.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword of the mystic (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4(-42.5 - -71.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +0 (-7) Armour Penetration: +3 (-5) Physical crit. chance: +3.0% (-1.5%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Changes stats: +2 Wil / +1 Mag Changes damage: +0%(-10%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside Spellpower: +7 (+4 eff.) Sharp, long, and deadly. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] thorny mindstar &039; (8.5-9.35 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. thorny mindstar &039; (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. Base power: 8.5 - 9.4(-50.0 - -84.3) Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Accuracy: +0 (-7) Armour Penetration: +24 (+16) Physical crit. chance: +3.5% (-1.0%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Damage when hit (Melee): 4 lightning / 5 physical / 4 cold / 7 fire / 5 acid Changes resistances: +4% lightning / +6% physical / +6% blight / +5% fire / +4% acid / +5% cold Changes resistances penetration: +10% acid Changes damage: +3% blight / +0%(-10%) cold / +0%(-10%) acid Talent granted: +0(+-1) Blindside Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] vined mindstar (4.5-4.95 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-54.0 - -88.7) Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Accuracy: +0 (-7) Armour Penetration: +18 (+10) Physical crit. chance: +3.0% (-1.5%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] cured leather slingThis item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Accuracy: +0 (-7) Armour Penetration: +0 (-8) Physical crit. chance: +0.0% (-4.5%) Attack speed: 125% (+40%) Firing range: +7 On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside Slings are used to hurl stones or metal shots at your foes. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] hardened leather slingThis item will automatically be transmogrified when you leave the level. hardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Accuracy: +0 (-7) Armour Penetration: +0 (-8) Physical crit. chance: +0.0% (-4.5%) Attack speed: 125% (+40%) Firing range: +8 On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside Slings are used to hurl stones or metal shots at your foes. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] dragonbone starstaff &039; (30-36 power, 7 apr, physical damage)dragonbone starstaff &039; (30-36 power, 7 apr, physical damage) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0(-28.5 - -57.6) Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-7) Armour Penetration: +7 (-1) Physical crit. chance: +5.0% (+0.5%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +8.0% Physical power: +14 (+5 eff.) Changes damage: +0%(-10%) acid / +30% temporal / +0%(-10%) cold Grants telepathy: Humanoid/Orc Talents granted: +0(+-1) Blindside +1 Command Staff Critical mult.: +11.00% Mental save: +10 (+5 eff.) Spellpower: +29 (+9 eff.) Spell crit. chance: +23% It can be used to unleash an elemental blastwave, dealing 27.95 - 33.54 temporal damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] yew vilestaff (20-24 power, 4 apr, physical damage)This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, physical damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-38.5 - -69.6) Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-7) Armour Penetration: +4 (-4) Physical crit. chance: +3.5% (-1.0%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Changes damage: +20% blight / +0%(-10%) cold / +0%(-10%) acid Talents granted: +0(+-1) Blindside +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] steel throwing knives of vileness (5/5, 12-15.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel throwing knives of vileness (5/5, 12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 2 Base power: 12.0 - 15.6(-46.5 - -78.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +0 (-7) Armour Penetration: +6 (-2) Physical crit. chance: +5.0% (+0.5%) Attack speed: 100% (+15%) Firing range: +3 Capacity: 5 On weapon hit: * 0 arcane resource burn (-18) * 5% chance to disease (+5%) On weapon crit: - burns latent spell energy Damage (Melee): +0(-14) darkness / +10 blight / +0(-14) fire / +0(-9) nature / +0(-6) temporal When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside These knives are specially weighted to be thrown. |
[vs. masterforged dwarven-steel greatspear (58.5-93.6 power, 8 apr) (In main hand)] warbringer&This item will automatically be transmogrified when you leave the level. warbringer& Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2(-45.5 - -75.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-7) Armour Penetration: +3 (-5) Physical crit. chance: +4.0% (-0.5%) Attack speed: 100% (+15%) On weapon hit: * 0 arcane resource burn (-18) On weapon crit: - burns latent spell energy Damage (Melee): +0(-6) temporal / +0(-14) darkness / +0(-14) fire / +0(-9) nature When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Changes damage: +0%(-10%) acid / +0%(-10%) cold Talent granted: +0(+-1) Blindside Disarm immunity: +20% One-handed war axes. |
Poribreba the voratun buckler Poribreba the voratun bucklerRequires: - Dexterity 38 - Strength 38 Alternately Requires: - Dexterity 38 - Cunning 38 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / buckler ; tier 5 When used to attack (with talents): Base power: 42.5 - 46.8 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +13 cold When wielded/worn: Physical crit. chance: +7.5% Armour: +10 Defense: +12 (+6 eff.) Fatigue: +7% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Changes stats: +5 Con / +3 Mag Changes resistances: +28% lightning / +3% temporal / +3% acid Talent granted: +5 Guard Physical save: +13 (+4 eff.) Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. steel buckler of fire resistance (+17%)steel buckler of fire resistance (+17%) Requires: - Strength 14 - Dexterity 14 Alternately Requires: - Cunning 14 - Dexterity 14 Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 2 When used to attack (with talents): Base power: 11.5 - 12.7 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+3 eff.) Fatigue: +4% Changes resistances: +17% fire Talent granted: +2 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
[vs. forged steel plate armour (6 def, 20 armour) (Main armor)] Spider-Silk Robe of Spydrë (10 def, 15 armour)Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (-5) Armour Hardiness: +30% Defense: +10 (+6 eff.) (+4 (+2 eff.)) Fatigue: +0% (-22%) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +0(-5) Str / +0(-3) Mag / +4(+1) Wil / +5 Con Changes resistances: +30% nature / +0%(-13%) lightning Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) (+1 (+0 eff.)) Spell save: +10 (+5 eff.) Cut immunity: +0% (-6%) Pinning immunity: +0% (-6%) Stun/Freeze immunity: +0% (-6%) Life regen: +0.00 (-1.05) Maximum life: +0.00 (-48.00) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. forged steel plate armour (6 def, 20 armour) (Main armor)] cashmere robe of lightning (+18%) (7 def, 0 armour)This item will automatically be transmogrified when you leave the level. cashmere robe of lightning (+18%) (7 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-20) Defense: +7 (+5 eff.) (+1 (+0 eff.)) Fatigue: +0% (-22%) Changes stats: +0(-5) Str / +0(-3) Mag / +0(-3) Wil Changes resistances: +18%(+5%) lightning Changes damage: +12% lightning Physical save: +0 (+0 eff.) (-9 (-3 eff.)) Cut immunity: +0% (-6%) Pinning immunity: +0% (-6%) Stun/Freeze immunity: +0% (-6%) Life regen: +0.00 (-1.05) Maximum life: +0.00 (-48.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cinder small tauntlets of strength (+3) (0 def, 2 armour) (On hands)] normal tauntlets &039; (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. normal tauntlets &039; (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +4 (+2) Damage (Melee): 9 lightning / 0(-6) fire Changes stats: +0(-3) Str Changes resistances: +5% lightning / +0%(-6%) fire Changes resistances penetration: +5% lightning Changes damage: +5% lightning / +0%(-4%) fire Talents granted: +3(+2) Block Psi when hit: +0.08 Tauntlets behave like a shield, and allow you to block attacks. 40 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
[vs. forged dwarven-steel helm (3 def, 13 armour) (On head)] Blazevein (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. Blazevein (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-10) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +3% (-1%) Damage when hit (Melee): 16 acid Changes stats: +5 Str Changes resistances: +3%(-6%) acid / +0%(-2%) lightning / +0%(-10%) cold / +0%(-2%) arcane / +0%(-7%) fire Changes damage: +6% lightning / +0%(-3%) nature Spell save: +0 (+0 eff.) (-25 (-13 eff.)) Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Blindness immunity: +0% (-6%) Confusion immunity: +0% (-6%) Fear immunity: +0% (-6%) Stamina each turn: +0.00 (-0.35) Maximum stamina: +0.00 (-21.00) A cap made of leather. |
[vs. forged dwarven-steel helm (3 def, 13 armour) (On head)] hardened leather cap of strength (+3) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. hardened leather cap of strength (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-10) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +3% (-1%) Changes stats: +3 Str Changes resistances: +0%(-9%) acid / +0%(-2%) lightning / +0%(-10%) cold / +0%(-2%) arcane / +0%(-7%) fire Changes damage: +0%(-3%) nature Spell save: +0 (+0 eff.) (-25 (-13 eff.)) Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Blindness immunity: +0% (-6%) Confusion immunity: +0% (-6%) Fear immunity: +0% (-6%) Stamina each turn: +0.00 (-0.35) Maximum stamina: +0.00 (-21.00) A cap made of leather. |
[vs. forged steel plate armour (6 def, 20 armour) (Main armor)] spiked steel plate armour of resilience (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. spiked steel plate armour of resilience (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-11) Defense: +4 (+3 eff.) (-2 (-1 eff.)) Fatigue: +22% (-) Damage when hit (Melee): 11 physical Changes stats: +0(-5) Str / +0(-3) Mag / +0(-3) Wil Changes resistances: +0%(-13%) lightning Physical save: +0 (+0 eff.) (-9 (-3 eff.)) Cut immunity: +0% (-6%) Pinning immunity: +0% (-6%) Stun/Freeze immunity: +0% (-6%) Life regen: +0.00 (-1.05) Maximum life: +23.00 (-25.00) A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 26.5-31.8 power, 95 block) Black Mesh (8 def, 2 armour, 26.5-31.8 power, 95 block)Requires: - Strength 20 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +95 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (21/21, 21.5-30.1 power, 7 apr)quiver of ash arrows (21/21, 21.5-30.1 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Huridunadin the dwarven-steel pickaxe (dig speed 29 turns) (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2(-) Str Changes resistances: +0%(-11%) nature Changes damage: +0%(-9%) mind / +0%(-7%) nature / +0%(-6%) arcane Mental save: +0 (+0 eff.) (-6 (-3 eff.)) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
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 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. |
6 amethyst 6 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. |
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. |
zircon 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
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By BowserChan the VolcanicTurtle Forge Knight level 19
18th Haze 122nd year of Ascendancy at 04:54 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By BowserChan the VolcanicTurtle Forge Knight level 19
41st Haze 122nd year of Ascendancy at 21:13 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By BowserChan the VolcanicTurtle Forge Knight level 17
45th Dusk 122nd year of Ascendancy at 04:45 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By BowserChan the VolcanicTurtle Forge Knight level 18
56th Dusk 122nd year of Ascendancy at 20:22 see stats
Level 10 (Roguelike)
Got a character to level 10.By BowserChan the VolcanicTurtle Forge Knight level 10
4th Flare 122nd year of Ascendancy at 17:44 see stats
Level 20 (Roguelike)
Got a character to level 20.By BowserChan the VolcanicTurtle Forge Knight level 20
53rd Haze 122nd year of Ascendancy at 12:45 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By BowserChan the VolcanicTurtle Forge Knight level 19
69th Dusk 122nd year of Ascendancy at 21:54 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By BowserChan the VolcanicTurtle Forge Knight level 19
14th Haze 122nd year of Ascendancy at 17:17 see stats
The secret city (Roguelike)
Discovered the truth about mages.By BowserChan the VolcanicTurtle Forge Knight level 12
23rd Dusk 122nd year of Ascendancy at 15:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By BowserChan the VolcanicTurtle Forge Knight level 17
45th Dusk 122nd year of Ascendancy at 22:11 see stats
Log
Cyryna the orc blood mage receives 383 healing.
BowserChan is confused and fails to use Infusion: Regeneration.
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
BowserChan is invigorated by the attack!
Orc necromancer leeches life from BowserChan!
Bane of Confusion from Orc necromancer hits BowserChan for 33 darkness damage.
Orc necromancer receives 4 healing from BowserChan.
BowserChan receives 66 healing.
Orc necromancer casts Rune: Magic Missile.
Cyryna the orc blood mage casts Devouring Swarm.
BowserChan is surrounded by a swarm of undead insects!
BowserChan is invigorated by the attack!
Bane of Confusion from Orc necromancer hits BowserChan for 33 darkness damage.
BowserChan receives 66 healing.
Devouring Swarm from Cyryna the orc blood mage hits BowserChan for 109 physical damage.
Orc necromancer&PURPLELASTLASTLASTLASTLAST{bold}039;s spell attains critical power!
Cyryna the orc blood mage calms down.
Your hatred grows even as your life fades! (+17 hate)
BowserChan is invigorated by the attack!
Cyryna the orc blood mage drains life from BowserChan!
Cyryna the orc blood mage receives 187 healing from BowserChan.
Cyryna the orc blood mage&fbd578LAST374 blight damage.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
