
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Less pinky nightmare curse 1.5.5Addon limits nightmare curse effect visuals (prevent unreadable pink screen) From v1.1.0 effect now limited by 2 stages. {{ Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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. Extended Auto-use 1.1.5Adds additional options to talent auto-use Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Playable Shertul Race 1.7.4Playable shertul race forked. Original content by Isaacssv552. Future updates intended but heavily limited by my own skill. Sher'tul are powerful magically inclined creatures that cannot use certain items like gloves due to them having tentacles, their incredible potential makes up for this. Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Convenient Digging 1.5.5 Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Additional Randart Properties 1.5.10 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; 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Yeeks can survive a win 1.4.8With this, the die-or-die situation is Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Merchant on the Map 1.1.0Dungeon Spawn 1.7.4Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. Adventurer Buff Addon 1.7.4Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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.] Black Grid Line and no Tall Tree 1.7.4Change grid line color to black, and modify tiles not to make tall trees. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.7.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Revised Short Staves 1.4.6ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | MegaTurtle |
| Class | Adventurer |
| Level / Exp | 38 / 53% |
| Size | 5 (huge) |
| Lifes / Deaths | Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 05:30 / 23Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 06:08 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 06:46 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 07:27 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 08:04 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 08:41 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 09:19 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 09:56 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 10:35 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 11:12 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 11:54 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 12:32 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 13:10 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 13:49 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 14:27 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 15:06 Killed by umbral horror at level 4 on the 3rd Mirth 122nd year of Ascendancy at 15:44 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 16:23 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 17:30 Killed by shadow at level 4 on the 3rd Mirth 122nd year of Ascendancy at 18:17 Killed by Zemekkys, Grand Keeper of Reality at level 11 on the 66th Haze 122nd year of Ascendancy at 22:55 Killed by Celia at level 31 on the 69th Haze 123rd year of Ascendancy at 09:11 Killed by Poryletha the fire drake at level 38 on the 35th Pyre 124th year of Ascendancy at 12:58 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 12 (base 12) |
| Constitution | 95 (base 45) |
| Magic | 50 (base 60) |
| Willpower | 48 (base 48) |
| Cunning | 12 (base 12) |
Resources
| Mana | 332/332 |
| Equilibrium | 15 |
| Life | 2216/2216 |
| Insanity | 0/100 |
| Paradox | 300 |
| Psi | 138/138 |
| Healing Factor | 1.4812106582885 |
| Regeneration | 34.067845140635 |
Speed
| Mental | 0% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +20% |
Vision
| Sight | 10 |
| Lite | 0 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 9 |
| Accuracy | 6 |
| Crit Chance | 1% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 2% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 2% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Fire | +34% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 52.496936979573 (30%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 52 |
| Mental Save | 20 |
Defense: Resistances
| Fire | + 70%( 70%) |
| All | + 82%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 548 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1282% for 10 turns (32 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Fire alchemy | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Mega Spiked Shell |
| talent | Stone Vines |
| talent | Temporal Hounds |
| talent | Flame Infusion |
| talent | Body of Fire |
| beneficial effect | Linked to their horror ally gaining 23% all damage resistance. Shared Insanity |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
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 Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou may have to revist your past to unlock some secret buried there. | active |
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' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 449. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Inventory
movement infusion (speed 812%; cd 18)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 606%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 606% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 531%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the psychic (damage 247; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 247.45 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 290; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 289.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 341; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 122; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 122 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Dimhash =13 STR, 4 DEX, 2 WIL=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +13 Str +2 Dex +4 Wil ----- def ----- Resists +13% mind +12% temporal Confus- +23% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warmaker's copper amulet of agony0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +5 Wil +3 Con dps ---------- Res.pen +7% acid +7% blight Melee Ret 10 bleed Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-6 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+15 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Unrochik0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Melee+ 16 blight Res.pen +15% acid Phasing +30% Melee Ret 6 blight ----- def ----- Resists +9% lightning +7% arcane +6% acid ---------- misc Mana/s.crit +4.00 Max.mana +15.00 Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +5 (+5 eff.) Unseen.red 13% Amulets make your neck look great! |
stabilizing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Heal.mod +14% Cut- +50% Pinning- +24% Knockbk- +24% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Heatsting the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid Res.pen +10% acid +15% cold ----- def ----- Resists +30% fire Phys.save +18 (+6 eff.) Spell.save +19 (+7 eff.) Mind.save +18 (+9 eff.) Amulets make your neck look great! |
mindweaver's gold amulet of agony0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil +5 Con dps ---------- Mind.pwr +8 (+4 eff.) Res.pen +7% acid +7% blight Melee Ret 10 bleed ----- def ----- Mind.save +7 (+4 eff.) Confus- +16% Amulets make your neck look great! |
serendipitous stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Lck dps ---------- Crit.mult +13.00% Acc +16 (+15 eff.) Apr +14 ----- def ----- Defense +13 (+13 eff.) Unseen.red 18% Amulets make your neck look great! |
Arcshine the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +5 Wil +2 Cun +5 Con dps ---------- Melee+ 8 lightning Dmg.mod +12% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Phys.save +16 (+6 eff.) Max.HP +63.00 HP.reg +8.00 ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +2 Amulets make your neck look great! |
Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
copper ring of anchoring0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Resists +5% temporal Phys.save +4 (+2 eff.) Teleport- +22% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
warrior's copper ring of anchoring0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Resists +5% temporal Phys.save +4 (+2 eff.) Teleport- +20% Rings make your fingers look great! |
warrior's copper ring of the serpent0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Res.pen +2% nature ----- def ----- Armour +4 Poison- +20% Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
quicksilver steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +2 Cun +5 Str dps ---------- Melee+ 5 physical Ranged+ 10 physical Melee Ret 5 temporal 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 10% chance to reduce all saves and defense by 20 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
steel ring 'Silotira'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil +8 Con dps ---------- Mind.crit +3% Melee Ret 11 blight 10 lightning ----- def ----- Defense +25 (+22 eff.) Phys.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Equi/ret +0.16 Max.stam +20.00 Rings make your fingers look great! |
steel ring of war0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +4 Con Talents granted by this ego do not have their typical weapon type requirements. Shattering Shout: Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 62.10 physical damage in a radius 4 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Rings make your fingers look great! |
gold ring 'Dazzleprophet'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Melee+ 12 light 16 cold Dmg.mod +12% mind +15% fire ----- def ----- Resists +9% cold +30% fire ---------- misc Max.P.En +20.00 Max.N.En +20.00 Light +3 Rings make your fingers look great! |
gold ring of war0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Str +5 Con Talents granted by this ego do not have their typical weapon type requirements. Dirty Fighting: Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You make a low blow against a sensitive point on the target, dealing 188% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 11 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns. This effect bypasses saves. Rings make your fingers look great! |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+8 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
obscure gold ring of war0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee+ 5 draining blight On Hit (Ranged): * 8 arcane resource burn ----- def ----- Mind.save +9 (+5 eff.) Talents granted by this ego do not have their typical weapon type requirements. Skullcracker: Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5.7 Physical damage. If the attack hits, the target is confused (26% effect) for 4 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. Rings make your fingers look great! |
Yvessra the Searclash0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Melee+ 20 acid Dmg.mod +18% cold ----- def ----- Resists +27% acid +36% cold +9% fire ---------- misc Equi/ret +0.20 Psi/ret +0.16 Rings make your fingers look great! |
manafused stralite ring of war0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Mag +4 Con dps ---------- Melee Ret 13 arcane 15 cold Talents granted by this ego do not have their typical weapon type requirements. Stunning Blow: Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Hit the target twice with your two-handed weapon, doing 59% damage. Each hit will try to stun the target for 3 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
warrior's stralite ring of opulence0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Str +3 Cun +4 Lck ----- def ----- Armour +4 Mind On My Money: (Instant) Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Contemplate your wealth and draw power from it, gaining 73.41 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Eclipsesquall =6 STR, 5 CON=0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Melee+ 4 darkness ----- def ----- Resists +12% nature +12% cold ---------- misc Max.P.En +20.00 Max.N.En +20.00 Talents granted by this ego do not have their typical weapon type requirements. Flurry: Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 78% damage. Rings make your fingers look great! |
Glimmersteel =6 STR, 7 DEX, 3 CON=0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Dex +3 Con dps ---------- Dmg.mod +27% physical Acc +29 (+21 eff.) ----- def ----- Armour +8 ---------- misc Max.stam +20.00 Max.P.En +10.00 Max.N.En +10.00 Rings make your fingers look great! |
cruel yew magestaff of fate (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 121% Range: 1.2x Uses 140% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Isudalaith the Glareborn (147% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Rare] Arcane Power 147% Range: 1.2x Uses 140% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +18 (+7 eff.) Dmg.mod +38% fire Res.pen +25% arcane ----- def ----- Resists +3% light +6% temporal Anom.red +25 ---------- misc Max.P.En +15.00 Max.N.En +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cashmere robe 'Daywisp' (0 def, 0 armour) =7 STR, MAG, WIL=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +7 Str +7 Mag +7 Wil dps ---------- Dmg.mod +20% lightning +17% physical +8% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +11% lightning +10% cold +15% mind +11% all Phys.save +18 (+6 eff.) Spell.save +18 (+6 eff.) Poison- +20% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spiderwrest the dwarven-steel mail armour (8 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +2 Cun +2 Con dps ---------- Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +13 Defense +8 (+8 eff.) Fatigue +12% Resists +3% acid +3% nature Mind.save +12 (+6 eff.) Max.HP +57.00 HP.reg +7.00 Heal.mod +12% A suit of armour made of mail. |
wyrm's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Dmg.mod +7% fire Res.pen +8% fire ----- def ----- Resists +7% fire A belt that goes around your waist. |
Flarebane the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +21% mind Res.pen +20% mind +25% fire Melee Ret 6 arcane 10 mind ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: Stats +7 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
Cinderwhisper the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Melee+ 12 fire 8 cold Res.pen +25% acid ----- def ----- Armour +4 Fatigue +3% Resists +24% fire ---------- misc Mana/turn +0.24 Max.mana +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scalddeath the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +4 Fatigue -4% Resists +9% light +1% physical Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) HP.reg +4.00 Disease- +20% Pinning- +20% ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Smolderwend the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 nature 21 fire Dmg.mod +18% nature +29% fire ----- def ----- Armour +3 Resists +9% lightning +26% fire +9% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +3 Phys.save +9 (+3 eff.) HP.reg +3.90 ---------- misc Stam/turn +0.50 Psi/turn +0.27 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Torchbender' (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% fire ----- def ----- Armour +6 Fatigue +3% Resists +18% lightning +6% light +5% arcane Mind.save +11 (+6 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Erulathakan' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Wil +5 Con ----- def ----- Armour +3 Fatigue +5% Resists +18% light +15% fire Max.HP +80.00 Disarm- +49% Confus- +20% Stun/Frz- +20% ---------- misc Equi/ret +0.08 Psi/m.crit +4.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Extradimensional Hat (0 def, 0 armour)2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
cashmere wizard hat 'Betawen' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee+ 4 mind Dmg.mod +13% fire ----- def ----- Hardiness +20% Defense +2 (+2 eff.) Resists +6% lightning +19% fire +3% light Max.HP +40.00 Cut- +20% A pointy cloth hat, very wizardly... |
hardened leather cap 'Frigidravage' (0 def, 3 armour) =7 STR=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +12% acid +6% cold Res.pen +20% acid Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +6% fire +9% cold A cap made of leather. |
tiny geode tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 hematite 4 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+15 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+15 eff.) When used as an alchemist bomb: Additional 20 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+19 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+19 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 geode 3 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
6 sugilite 6 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 tiger's eye 4 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+22 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+22 eff.) When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
large geode large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 kunzite 5 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
124 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
watchleader's alchemist's lamp of pyromancy1.0 T3 lite [Ego++] Arcane/Master While equipped: ----- def ----- Blind- +25% Confus- +15% ---------- misc Light +8 See.Stealth +5 See.Invis +7 Unleash a fiery explosion, inflicting 156.47 Burning damage in radius 3 (based on Magic), possibly stunning creatures in the area for 4 turns Puts all charms on 27 cooldown A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Glowoblivion (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Con +4 Lck dps ---------- Res.pen +10% light ---------- misc Infravis +2 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed dwarven-steel pickaxe (dig speed 24 turns) =7 STR, 5 WIL=3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +8.0% Mind.crit +7% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Night's kiss' (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +4 Mag dps ---------- Dmg.mod +9% fire +8% mind +6% all On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
ash totem of healing [power 176] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Fogcast [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee+ 8 darkness Res.pen +5% darkness Reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By OnceMoreWithFeeling the MegaTurtle Adventurer level 23
8th Mirth 123rd year of Ascendancy at 01:07 see stats
A living one! (Exploration mode)
Was teleported into Caldizar's Fortress, far into the void between the stars.By OnceMoreWithFeeling the MegaTurtle Adventurer level 37
29th Pyre 124th year of Ascendancy at 13:41 see stats
Anti-Antimagic! (Exploration mode)
Destroyed the Ziguranth camp with your Rhaloren allies.By OnceMoreWithFeeling the MegaTurtle Adventurer level 35
72nd Regrowth 124th year of Ascendancy at 06:59 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By OnceMoreWithFeeling the MegaTurtle Adventurer level 31
50th Haze 123rd year of Ascendancy at 05:24 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By OnceMoreWithFeeling the MegaTurtle Adventurer level 34
59th Regrowth 124th year of Ascendancy at 06:24 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By OnceMoreWithFeeling the MegaTurtle Adventurer level 18
4th Pyre 123rd year of Ascendancy at 04:59 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By OnceMoreWithFeeling the MegaTurtle Adventurer level 24
19th Dusk 123rd year of Ascendancy at 01:44 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By OnceMoreWithFeeling the MegaTurtle Adventurer level 38
36th Pyre 124th year of Ascendancy at 05:52 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By OnceMoreWithFeeling the MegaTurtle Adventurer level 15
22nd Regrowth 123rd year of Ascendancy at 15:44 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By OnceMoreWithFeeling the MegaTurtle Adventurer level 31
44th Haze 123rd year of Ascendancy at 04:06 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By OnceMoreWithFeeling the MegaTurtle Adventurer level 31
60th Haze 123rd year of Ascendancy at 15:51 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By OnceMoreWithFeeling the MegaTurtle Adventurer level 12
76th Haze 122nd year of Ascendancy at 08:13 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By OnceMoreWithFeeling the MegaTurtle Adventurer level 23
8th Mirth 123rd year of Ascendancy at 03:22 see stats
Level 10 (Exploration mode)
Got a character to level 10.By OnceMoreWithFeeling the MegaTurtle Adventurer level 10
39th Haze 122nd year of Ascendancy at 02:43 see stats
Level 20 (Exploration mode)
Got a character to level 20.By OnceMoreWithFeeling the MegaTurtle Adventurer level 20
56th Pyre 123rd year of Ascendancy at 09:47 see stats
Level 30 (Exploration mode)
Got a character to level 30.By OnceMoreWithFeeling the MegaTurtle Adventurer level 30
29th Haze 123rd year of Ascendancy at 13:25 see stats
Lost in translation (Exploration mode)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By OnceMoreWithFeeling the MegaTurtle Adventurer level 16
48th Regrowth 123rd year of Ascendancy at 21:14 see stats
Once bitten, twice shy (Exploration mode)
Escaped the Anteroom of Agony.By OnceMoreWithFeeling the MegaTurtle Adventurer level 27
73rd Dusk 123rd year of Ascendancy at 08:34 see stats
Orbituary (Exploration mode)
Stabilized the Abashed Expanse to maintain it in orbit.By OnceMoreWithFeeling the MegaTurtle Adventurer level 18
70th Regrowth 123rd year of Ascendancy at 07:22 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By OnceMoreWithFeeling the MegaTurtle Adventurer level 25
40th Dusk 123rd year of Ascendancy at 00:32 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By OnceMoreWithFeeling the MegaTurtle Adventurer level 25
46th Dusk 123rd year of Ascendancy at 06:01 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By OnceMoreWithFeeling the MegaTurtle Adventurer level 8
26th Haze 122nd year of Ascendancy at 08:28 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By OnceMoreWithFeeling the MegaTurtle Adventurer level 23
8th Mirth 123rd year of Ascendancy at 01:07 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By OnceMoreWithFeeling the MegaTurtle Adventurer level 21
66th Pyre 123rd year of Ascendancy at 17:23 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By OnceMoreWithFeeling the MegaTurtle Adventurer level 14
9th Allure 123rd year of Ascendancy at 04:15 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By OnceMoreWithFeeling the MegaTurtle Adventurer level 23
4th Dusk 123rd year of Ascendancy at 01:15 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By OnceMoreWithFeeling the MegaTurtle Adventurer level 31
37th Haze 123rd year of Ascendancy at 20:22 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By OnceMoreWithFeeling the MegaTurtle Adventurer level 18
70th Regrowth 123rd year of Ascendancy at 23:29 see stats
Log
You transfer Bloodcaller to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
The raging fire around OnceMoreWithFeeling calms down and disappears.

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