Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.2.4Adds 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! Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines 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: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Midnight 1.2.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. 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 Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Verdant Class Pack 1.2.5Content 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: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Superhuman |
Class | Elementist |
Level / Exp | 40 / 26% |
Size | medium |
Lifes / Deaths | Killed by Saleriathra the elven cultist at level 26 on the 31st Dusk 122nd year of Ascendancy at 10:37 3 / 5Killed by Arken at level 36 on the 4th Decay 122nd year of Ascendancy at 22:59 Killed by Arken at level 40 on the 51st Regrowth 123rd year of Ascendancy at 16:51 Killed by Arken at level 40 on the 51st Regrowth 123rd year of Ascendancy at 18:18 Killed by Arken at level 40 on the 51st Regrowth 123rd year of Ascendancy at 18:38 |
Primary Stats
Strength | 102 (base 10) |
Dexterity | 48 (base 10) |
Constitution | 103 (base 11) |
Magic | 100 (base 60) |
Willpower | 124 (base 60) |
Cunning | 92 (base 39) |
Resources
Life | 2417/2417 |
Mana | 1167/1167 |
Equilibrium | 0 |
Healing Factor | 1.3 |
Regeneration | 14.56 |
Speed
Mental | +98.17627457812% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | +196.35254915624% |
Global | +200% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 15 |
See Stealth | 43 |
See Invisible | 46 |
ESP Range | 20 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 70 |
Accuracy | 94 |
Crit Chance | 227% |
APR | 20 |
Speed | 0.50 |
Offense: Spell
Spellpower | 73.5 |
Crit Chance | 100% |
Speed | 0.33743593663937 |
Offense: Mind
Mindpower | 64.4 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +688% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 35 (50%) |
Defense | 102.33888888889 |
Ranged Defense | 102.33888888889 |
Fatigue | 0 |
Physical Save | 100.59855983675 |
Spell Save | 105.70689317008 |
Mental Save | 116.57355983675 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Silence Resistance | 44% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 550 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1425% over 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 5087.74 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Elemental fusion | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Spell / Elementalism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Wildfire | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Dark-faerie | 3.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +196% Combat Speed: +98% All Damage: +668% |
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 failed to protect the injured seer from death by Arken's Clone. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Arken. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by Arken's Clone. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Arken's Clone. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Arken. Escort: repented thief (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The 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. Melinda died to a Yaech raiding party at the beach. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 590. | 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. | active |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. * You've found the needed skeleton mage skull. 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 within17 lumberjacks have died. | 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 |
Equipment
On feet | Radhothel the pair of drakeskin leather boots (0 def, 5 armour) Radhothel the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Mag / +4 Wil / +3 Cun Changes resistances: +26% darkness / +30% temporal Changes resistances penetration: +19% darkness / +17% temporal Reduces incoming crit damage: 5.00% Spell save: +12 Silence immunity: +44% Confusion immunity: +50% Stun/Freeze immunity: +46% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
Light source | Xanolessra the dwarven lantern Xanolessra the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances: +6% acid / +12% temporal / +14% light / +6% blight Changes resistances penetration: +15% all Changes damage: +15% darkness Damage affinity(heal): +5% darkness Blindness immunity: +23% Confusion immunity: +25% Light radius: +11 Infravision radius: +4 See stealth: +22 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Getorodil' (3 def, 0 armour) elven-silk wizard hat 'Getorodil' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Mag / +7 Wil / +19 Cun / +9 Con Changes resistances: +9% blight / +3% darkness / +6% mind / +6% light Changes damage: +17% arcane / +15% mind Mental save: +42 Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1284 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | Ravenrage (dig speed 9 turns) Ravenrage (dig speed 9 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 16 darkness Changes stats: +17 Str / +9 Wil / +3 Con Changes resistances: +6% nature Changes resistances penetration: +15% nature / +10% darkness Changes damage: +12% blight / +14% fire / +15% mind / +6% darkness Mental save: +13 Mental crit. chance: +8% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Lightningbliss' voratun ring 'Lightningbliss'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Damage when hit (Melee): 8 blight Changes stats: +10 Str / +3 Cun / +10 Con Changes resistances: +6% lightning / +40% cold Changes damage: +12% lightning / +20% cold Grants telepathy: Dragon Life regen: +1.90 Hate when firing a critical mind attack: +2.00 Maximum life: +100.00 See invisible: +6 Healing mod.: +30% Rings can have magical properties. |
On fingers | Boltquell the stralite ring Boltquell the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Physical power: +21 Effects on melee hit: * 15% chance to daze Changes stats: +2 Dex Changes resistances: +5% arcane Changes damage: +9% arcane / +8% all Reduces incoming crit damage: 15.00% Blindness immunity: +40% Stun/Freeze immunity: +44% Life regen: +3.90 Spellpower: +17 Mindpower: +14 Infravision radius: +6 See stealth: +21 See invisible: +21 Rings can have magical properties. |
Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +4 Cun / +6 Lck Trap disarming bonus: +14 Stealth bonus: +10 Mana each turn: +0.21 Maximum mana: +44.00 Infravision radius: +5 A belt that goes around your waist. |
In main hand | Brandsmasher (30-36 power, 6 apr, lightning element) Brandsmasher (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 fire Burst (radius 1) on hit: +12 blight When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to disease Damage (Melee): 44 arcane Damage when hit (Melee): 4 fire Changes resistances penetration: +5% fire Changes damage: +3% blight / +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.73 Maximum mana: +180.00 Spellpower: +42 Spell crit. chance: +5% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | drakeskin leather gloves 'Ashripper' (0 def, 14 armour) drakeskin leather gloves 'Ashripper' (0 def, 14 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +14 Damage (Melee): 12 fire Damage when hit (Melee): 12 physical Changes stats: +2 Dex Changes resistances: +6% light / +16% fire Changes damage: +10% fire Critical mult.: +9.00% Spell save: +3 Mental save: +30 Life regen: +0.40 Only die when reaching: -20.00 life Maximum life: +160.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | enveloping cashmere cloak of the guardian (23 def, 6 armour) enveloping cashmere cloak of the guardian (23 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +23 Physical save: +27 Spell save: +18 Mental save: +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earelar EarelarInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex / +2 Mag Changes resistances: +24% darkness / +30% mind / +30% light Changes resistances penetration: +15% temporal Blindness immunity: +45% Confusion immunity: +46% Mana when firing critical spell: +1.00 Maximum vim: +61.00 Spell crit. chance: +2% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. acid wave rune (1496 acid damage; dur 5; apply 22)acid wave rune (1496 acid damage; dur 5; apply 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 1496.39 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
stralite ring 'Buduchik' stralite ring 'Buduchik'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 Defense: +9 Damage when hit (Melee): 8 temporal Changes stats: +3 Con / +2 Wil Changes resistances penetration: +5% mind Changes damage: +9% mind / +6% temporal Spell save: +14 Stun/Freeze immunity: +35% Life regen: +1.60 Maximum stamina: +13.00 Maximum hate: +2.00 Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel dagger of shearing (18-23.4 power, 7 apr)slime-covered dwarven-steel dagger of shearing (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% When wielded/worn: Armour penetration: +8 Changes resistances penetration: +9% physical Changes damage: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of phasing (38-49.4 power, 21 apr)plaguebringer's voratun dagger of phasing (38-49.4 power, 21 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage Shield penetration (this weapon only): +39% Damage (Melee): +16 blight When wielded/worn: Disease immunity: +28% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. undeadslayer's voratun sceptre of thought (41-57.4 power, 6 apr)undeadslayer's voratun sceptre of thought (41-57.4 power, 6 apr) Requires: - Magic 38 - Constitution 38 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 mind Damage against: +28% Undead When wielded/worn: Changes resistances: +13% darkness Changes damage: +18% mind Spellpower: +15 See stealth: +20 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone vilestaff (30-36 power, 6 apr, blight element)bloodlich's dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Cun / +8 Con Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +23.00% Vim when firing critical spell: +8.00 Maximum vim: +49.00 Maximum neg.energy: +50.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lavaobeisance (0 def, 5 armour) Lavaobeisance (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes stats: +12 Mag / +3 Wil Changes resistances: +6% blight / +12% fire / +5% arcane / +3% cold Changes damage: +10% acid / +10% blight Disease immunity: +50% Spellpower: +10 Movement speed: +20% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.9 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 576.71 to 1730.12 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Lightpride the cashmere wizard hat (2 def, 0 armour) Lightpride the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +4 Wil Changes resistances: +18% acid / +18% fire Changes resistances penetration: +5% arcane Changes damage: +12% acid / +12% fire / +12% light / +3% arcane Mental save: +18 Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1284 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of Eyal (4 def, 7 armour)spiked reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when hit (Melee): 18 physical Life regen: +2.70 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Smearzeal (9 def, 36 armour)Smearzeal (9 def, 36 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +12 Physical crit. chance: +10.0% Physical power: +27 Armour: +36 Defense: +9 Fatigue: +26% Damage (Melee): 23 acid / 19 fire Damage when hit (Melee): 15 acid / 16 fire / 12 nature Changes stats: +10 Str / +10 Mag / +10 Wil / +3 Con Changes resistances: +20% lightning / +30% fire / +29% acid Changes damage: +3% physical Life regen: +0.40 Spellpower: +22 Spell crit. chance: +9% Mindpower: +25 Mental crit. chance: +10% A suit of armour made of metal plates. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 Stun/Freeze immunity: +10% Slows Projectiles: +10% As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
Ivyvena IvyvenaRequires: - Magic 30 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 Fatigue: -4% Changes stats: +5 Cun / +5 Mag Changes resistances: +25% acid / +15% light / +23% cold / +25% nature / +25% lightning Reduce damage by fixed amount: +5 all Maximum wards: +4 acid / +4 light / +4 cold / +4 nature / +5 lightning Changes damage: +14% lightning / +12% physical / +3% mind Reduced damage from: +22% Spiderkin / +20% Vermin / +20% Insect / +25% Animal Talent granted: +9 Ward Mental save: +32 Knockback immunity: +5% Teleport immunity: +20% Maximum pos.energy: +24.00 Maximum neg.energy: +11.00 Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Slows Projectiles: +30% Handheld warding devices |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of psychoportation 'Gluserin' [power 31] (30 cooldown) steel torque of psychoportation 'Gluserin' [power 31] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +2 Str Critical mult.: +3.00% Stamina each turn: +0.40 It can be used to teleport randomly (rad 31), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Arken the Superhuman Elementist level 36
26th Regrowth 123rd year of Ascendancy at 08:48 see stats
By Arken the Superhuman Elementist level 36
72nd Haze 122nd year of Ascendancy at 14:13 see stats
By Arken the Superhuman Elementist level 40
44th Regrowth 123rd year of Ascendancy at 05:27 see stats
By Arken the Superhuman Elementist level 31
48th Haze 122nd year of Ascendancy at 14:40 see stats
By Arken the Superhuman Elementist level 19
5th Dusk 122nd year of Ascendancy at 12:17 see stats
By Arken the Superhuman Elementist level 20
23rd Dusk 122nd year of Ascendancy at 11:01 see stats
By Arken the Superhuman Elementist level 36
72nd Haze 122nd year of Ascendancy at 14:13 see stats
By Arken the Superhuman Elementist level 38
34th Regrowth 123rd year of Ascendancy at 10:16 see stats
By Arken the Superhuman Elementist level 37
33rd Regrowth 123rd year of Ascendancy at 12:50 see stats
By Arken the Superhuman Elementist level 26
25th Dusk 122nd year of Ascendancy at 16:07 see stats
By Arken the Superhuman Elementist level 19
5th Flare 122nd year of Ascendancy at 10:40 see stats
By Arken the Superhuman Elementist level 10
79th Pyre 122nd year of Ascendancy at 20:31 see stats
By Arken the Superhuman Elementist level 20
23rd Dusk 122nd year of Ascendancy at 09:29 see stats
By Arken the Superhuman Elementist level 30
10th Haze 122nd year of Ascendancy at 03:28 see stats
By Arken the Superhuman Elementist level 40
35th Regrowth 123rd year of Ascendancy at 03:08 see stats
By Arken the Superhuman Elementist level 6
74th Pyre 122nd year of Ascendancy at 22:18 see stats
By Arken the Superhuman Elementist level 5
74th Pyre 122nd year of Ascendancy at 20:49 see stats
By Arken the Superhuman Elementist level 26
31st Dusk 122nd year of Ascendancy at 10:13 see stats
By Arken the Superhuman Elementist level 28
32nd Dusk 122nd year of Ascendancy at 15:07 see stats
By Arken the Superhuman Elementist level 17
4th Flare 122nd year of Ascendancy at 23:03 see stats
By Arken the Superhuman Elementist level 7
78th Pyre 122nd year of Ascendancy at 14:21 see stats
By Arken the Superhuman Elementist level 38
34th Regrowth 123rd year of Ascendancy at 11:23 see stats
By Arken the Superhuman Elementist level 7
77th Pyre 122nd year of Ascendancy at 06:48 see stats
By Arken the Superhuman Elementist level 18
5th Flare 122nd year of Ascendancy at 06:35 see stats
By Arken the Superhuman Elementist level 27
31st Dusk 122nd year of Ascendancy at 22:49 see stats
By Arken the Superhuman Elementist level 17
4th Flare 122nd year of Ascendancy at 20:34 see stats
By Arken the Superhuman Elementist level 35
72nd Haze 122nd year of Ascendancy at 02:31 see stats
Log
Rested for 1 turns (stop reason: detrimental status effect).
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Cauterize killed Arken!
Cauterize hits Arken's Clone for 149 fire damage.
Resting starts...
Cauterize hits Arken's Clone for 149 fire damage.
Your summoned Arken's Clone disappears.
Talent Fey Clone is ready to use.
Cauterize hits Arken's Clone for 149 fire damage.
The protective shield of Arken's Clone disappears.
Cauterize hits Arken's Clone for 149 fire damage.
Talent Liquid Lightning is ready to use.
Talent Scalding Geyser is ready to use.
Talent Plasma Bolt is ready to use.
Cauterize hits Arken's Clone for 149 fire damage.
Your summoned Arken's Clone disappears.
Rested for 8 turns (stop reason: all resources and life at maximum).
Talent Fey Clone is ready to use.
Talent Bloodspring is ready to use.
Talent Elemental Surge is ready to use.
Talent Cauterize is ready to use.
Saving done.
Saving game...