










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Embers of Rage 1.7.4Official Expansion!Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Verdant Class Pack 1.7.2Content 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: Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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. 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! 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 Ignore Race/Class Locks 1.7.0Modifies 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.] 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 45 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by cold drake hatchling at level 6 on the 21st Voratun 122nd year of Ascendancy at 00:29 / 4Killed by orc cryomancer at level 37 on the 5th Steel 123rd year of Ascendancy at 02:48 Killed by overpowered greater multi-hued wyrm at level 37 on the 5th Steel 123rd year of Ascendancy at 06:32 Killed by overpowered greater multi-hued wyrm at level 37 on the 5th Steel 123rd year of Ascendancy at 07:33 |
Primary Stats
| Strength | 70 (base 38) |
| Dexterity | 52 (base 26) |
| Constitution | 86 (base 41) |
| Magic | 93 (base 44) |
| Willpower | 68 (base 40) |
| Cunning | 58 (base 28) |
Resources
| Mana | 664/664 |
| Equilibrium | 45 |
| Life | 2090/2102 |
| Stamina | 377/377 |
| Paradox | 416 |
| Healing Factor | 1.0458352098045 |
| Regeneration | 2.35312922206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +117.16895711438% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 41.84903874937 |
| See Invisible | 42.84903874937 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 238 |
| Accuracy | 61 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 119 |
| Accuracy | 61 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 27% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +9% |
| Cold | +4% |
| All | 0% |
| Lightning | +5% |
| Light | +20% |
| Temporal | +12% |
| Mind | +14% |
| Darkness | +24% |
| Fire | +19% |
| Nature | +7% |
Offense: Damage Penetration
| Acid | +15% |
| Blight | +5% |
| Physical | +10% |
| Cold | +15% |
| Lightning | +20% |
| Temporal | +10% |
| Mind | +30% |
| Fire | +25% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 208.29450180339 (100%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 72 |
| Physical Save | 93 |
| Spell Save | 72 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 50%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 24% |
| Confusion Resistance | 38% |
| Knockback Resistance | 100% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 565 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 946% 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 Constitution stat. |
Class Talents
| Wild-gift / Minerals | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blink drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
| talent | Phased Wyrm |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 761. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of greater demon bile. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vampire lord fang. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Emelakira the pair of voratun boots (0 def, 24 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Cun +4 Con dps ---------- Mind.crit +6% Mind.pwr +15 (+4 eff.) Res.pen +30% mind Melee Ret 8 mind ----- def ----- Armour +24 Fatigue +4% Resists +12% acid +14% fire +15% lightning +13% cold Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) ---------- misc Hate/m.crit +2.00 Infravis +3 Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Cinderravage1.0 T3 lite [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +4.0% Dmg.mod +9% physical Res.pen +25% fire Acc +15 (+3 eff.) Apr +3 ----- def ----- Phys.save +9 (+1 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Elulaith the Blastvein (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +4 Con dps ---------- Phys.pwr +25 (+4 eff.) Res.pen +20% lightning Acc +8 (+2 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +6% light Phys.save +13 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +24% ---------- misc Max.stam +20.00 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. |
| Tool | Umbracrack of the Blightspawn (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Str -5 Dex dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +13% fire +14% mind +7% nature Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +13% nature Mind.save +11 (+3 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +60.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isawen the Jetpunish0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Cun +7 Con dps ---------- Dmg.mod +9% darkness +3% temporal Res.pen +15% cold Acc +11 (+2 eff.) Melee Ret 2 blight 6 temporal On Hit (Melee): * 10% chance to reduce damage dealt by 34% ----- def ----- Armour +14 Phys.save +14 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Polarada'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Str +3 Dex +4 Mag +3 Cun +1 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Resists +3% acid Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
| Around neck | Shadowbreeze of the Blightspawn0.1 T3 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Mind.pwr +18 (+4 eff.) Dmg.mod +6% acid +9% temporal +6% fire +5% lightning +4% cold Res.pen +5% arcane +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 34 * 29% chance to reduce damage dealt by 34% ----- def ----- Mind.save +18 (+5 eff.) Confus- +28% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
| In main hand | corrosive voratun shield of the stars (0 def, 10 armour, 66-79 power, 209.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 66.0 - 79.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 Melee+ +15 acid +17 light +12 darkness While equipped: Stats +8 Mag +4 Cun +3 Con dps ---------- Dmg.mod +14% light +15% darkness On Melee Ret: * 14% chance to reduce armor by 45% ----- def ----- Armour +10 Fatigue +8% Resists +14% acid +18% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Turigadar1.0 T3 belt armor [Rare] Arcane While equipped: Stats +11 Mag +7 Wil dps ---------- Spell.crit +8% ----- def ----- Resists +12% acid +12% fire HP.reg +4.00 Heal.mod +10% ---------- misc Mana/turn +0.08 A belt that goes around your waist. |
| In off hand | Glatta the Kindleknight (0 def, 21 armour, 65-78 power, 296.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 65.0 - 78.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +296 On Crit.r2 +16 mind While equipped: dps ---------- Res.pen +15% acid On shield block: * Cause enemies within radius 6 to bleed for 372 physical damage over 5 turns (1/turn) Melee Ret 8 light ----- def ----- Armour +21 Fatigue +8% Resists +13% acid +6% light +13% fire +13% cold +39% lightning ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
| Cloak | Dazzlemaim (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +4 Dex +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +6% light Res.pen +5% blight +10% physical Melee Ret 4 blight ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +2% physical Spell.save +6 (+1 eff.) ---------- misc Stam/turn +0.90 Light +2 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+8 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
oxygen infusion (stamina 138 over 10 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 138 stamina and air over 10 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 17; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
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 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 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. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +13 Cun +7 Dex dps ---------- Melee+ 35 physical Ranged+ 25 physical Acc +9 (+2 eff.) On Hit (Melee): * 19% chance to reduce all saves and defense by 42 On Hit (Ranged): * 15% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
flaming voratun battleaxe of evisceration (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +20 fire On Crit: * Wound the target dealing 372 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +12 (+2 eff.) Massive two-handed battleaxes. |
plaguebringer's voratun battleaxe of projection (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 34 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +25% Massive two-handed battleaxes. |
voratun battleaxe of rage (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Str dps ---------- Dmg.mod +21% physical Acc +27 (+6 eff.) Massive two-handed battleaxes. |
caustic voratun dagger of ruin (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 40.0 - 52.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +35 acid +34 nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Res.pen +5% acid +15% nature Apr +10 Sharp, short and deadly. |
enhanced voratun dagger of shearing (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +9 Str +9 Dex +9 Mag +7 Wil +7 Cun +13 Con dps ---------- Res.pen +10% all Acc +13 (+3 eff.) Apr +9 Sharp, short and deadly. |
quick dwarven-steel dagger of torment (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +15 (+3 eff.) Sharp, short and deadly. |
warbringer's voratun dagger of dampening (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Disrupt/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +9% physical ----- def ----- Resists +9% acid +14% lightning +12% cold +12% fire +2% all Spell.save +11 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
voratun greatsword of ruin (60-95 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +17.0% Crit.mult +31.00% Apr +10 Massive two-handed swords. |
dragonbone longbow of true flight4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +14.0% Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
voratun mace of rage (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 46.5 - 65.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +10% physical Acc +12 (+3 eff.) Blunt and deadly. |
nature's pulsing mindstar of resolve (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% blight Spell.save +7 (+1 eff.) Disease- +16% ---------- misc Talents +1 Attune Mindstar 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. |
Ebonywilter (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +30 (+6 eff.) Dmg.mod +30% fire Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +6% darkness ---------- misc Mana/turn +0.25 Vim/s.crit +7.00 Max.mana +62.00 Max.vim +37.00 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
druid's dragonbone vilestaff of illumination (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% Dmg.conv 41% nature While equipped: Stats +4 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness +17% nature Res.pen +12% nature ----- def ----- Defense +8 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 127.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of the prodigy (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +15 Wil +17 Cun dps ---------- Spell.crit +5% Spell.pwr +23 (+5 eff.) S.pwr/crit +7 Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of the prodigy (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Mag +7 Wil +8 Cun dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +11 (+2 eff.) S.pwr/crit +6 Melee+ 23 fire Dmg.mod +15% cold ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone vilestaff of the prodigy (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +13 Wil +8 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +7 Dmg.mod +30% fire ---------- misc Mana/turn +0.22 Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enveloping elven-silk cloak of the voidstalker (15 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +12% darkness +21% temporal Phys.save +11 (+2 eff.) Def/telep +15 Res/telep +13% Dur/telep +30% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +16% blight +15% all Max.HP +69.00 HP.reg +3.40 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +16 (+3 eff.) Dmg.mod +12% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +13 (+3 eff.) S.pwr/crit +5 Dmg.mod +9% light +13% darkness ----- def ----- Resists +15% all Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
bladed voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +11 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 309.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 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. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +11% acid +8% fire +8% lightning +10% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening voratun mail armour of the deep (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +7% acid +14% cold Mind.save +17 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 13 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +12% Resists +10% acid +10% cold +15% darkness +25% blight ---------- misc Light +2 Breathe water A suit of armour made of mail. |
rejuvenating voratun mail armour of implacability (5 def, 16 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +6% Phys.save +8 (+1 eff.) HP.reg +2.70 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
rejuvenating drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +21% cold HP.reg +2.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
black pearl black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning When used in a prism: Prism damage +25% Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-4 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 612.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
pouch of voratun shots 'Hanisasin' (21/21, 78-93 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 77.5 - 93.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 21 Ranged+ +20 acid On Hit: * 20% chance to reduce armor by 45% * 25% chance for lightning to strike from the target to a second target dealing 126 damage On Crit: * Wound the target dealing 372 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of crippling (21/21, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego+] Master Power 51.5 - 61.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
evasive dragonbone wand of lightning storm [power 434] (13 cooldown)2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 91 lightning damage and will be dazed for 1 turn (455 total damage) Puts all charms on 13 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
fire opal0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Raissic the Dwarf Stone Warden level 34
22nd Iron 123rd year of Ascendancy at 11:29 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Raissic the Dwarf Stone Warden level 33
20th Iron 123rd year of Ascendancy at 18:53 see stats
Anti-Antimagic! (Exploration mode)
Destroyed the Ziguranth camp with your Rhaloren allies.By Raissic the Dwarf Stone Warden level 27
21st Shortage 122nd year of Ascendancy at 14:34 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Raissic the Dwarf Stone Warden level 37
5th Steel 123rd year of Ascendancy at 06:29 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Raissic the Dwarf Stone Warden level 44
27th Gold 123rd year of Ascendancy at 08:30 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Raissic the Dwarf Stone Warden level 37
31st Iron 123rd year of Ascendancy at 21:36 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Raissic the Dwarf Stone Warden level 8
26th Voratun 122nd year of Ascendancy at 18:29 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Raissic the Dwarf Stone Warden level 36
28th Iron 123rd year of Ascendancy at 05:48 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Raissic the Dwarf Stone Warden level 35
27th Iron 123rd year of Ascendancy at 23:36 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Raissic the Dwarf Stone Warden level 18
1st Loss 122nd year of Ascendancy at 21:24 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Raissic the Dwarf Stone Warden level 30
5th Iron 123rd year of Ascendancy at 06:00 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Raissic the Dwarf Stone Warden level 40
8th Steel 123rd year of Ascendancy at 23:04 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Raissic the Dwarf Stone Warden level 34
25th Iron 123rd year of Ascendancy at 14:58 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 Raissic the Dwarf Stone Warden level 22
15th Loss 122nd year of Ascendancy at 08:21 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Raissic the Dwarf Stone Warden level 39
5th Steel 123rd year of Ascendancy at 09:02 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Raissic the Dwarf Stone Warden level 10
1st Profit 122nd year of Ascendancy at 12:04 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Raissic the Dwarf Stone Warden level 20
7th Loss 122nd year of Ascendancy at 11:13 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Raissic the Dwarf Stone Warden level 30
29th Shortage 122nd year of Ascendancy at 15:55 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Raissic the Dwarf Stone Warden level 40
5th Steel 123rd year of Ascendancy at 12:14 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Raissic the Dwarf Stone Warden level 26
17th Shortage 122nd year of Ascendancy at 17:06 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Raissic the Dwarf Stone Warden level 22
20th Loss 122nd year of Ascendancy at 01:08 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Raissic the Dwarf Stone Warden level 26
30th Loss 122nd year of Ascendancy at 12:31 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Raissic the Dwarf Stone Warden level 26
29th Loss 122nd year of Ascendancy at 16:37 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Raissic the Dwarf Stone Warden level 36
28th Iron 123rd year of Ascendancy at 21:50 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Raissic the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 23:19 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Raissic the Dwarf Stone Warden level 9
2nd Acquisition 122nd year of Ascendancy at 03:35 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Raissic the Dwarf Stone Warden level 13
8th Profit 122nd year of Ascendancy at 13:27 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Raissic the Dwarf Stone Warden level 41
23rd Steel 123rd year of Ascendancy at 13:54 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Raissic the Dwarf Stone Warden level 25
24th Loss 122nd year of Ascendancy at 00:19 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Raissic the Dwarf Stone Warden level 17
17th Wealth 122nd year of Ascendancy at 17:07 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Raissic the Dwarf Stone Warden level 32
20th Iron 123rd year of Ascendancy at 05:34 see stats
Log
Ran for 24 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
Raissic deactivates Daunting Presence.
Raissic activates Daunting Presence.
Raissic deactivates Stone Vines.
Raissic activates Stone Vines.
Raissic deactivates Shards.
Raissic activates Shards.
Raissic deactivates Eldritch Infusion.
Raissic activates Eldritch Infusion.
Raissic deactivates Phased Wyrm.
Raissic activates Phased Wyrm.




































































































