











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Convenient Digging 1.5.5 Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Forbidden Cults 1.5.9Official 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.
S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Allow Respec Anywhere 1.2.3Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Cat Point Cap Boost 1.5.5 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Improved Auto-explore and Rest 1.5.5Quality 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Steamtech UI 1.1.4 Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Slow Tweak 1.4.9Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored. This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Worm that Walks as Fast as You 1.3.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Infinite Cat Points 1.4.0One Cat Point per level. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.5.10This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Ogre |
Class | Archer |
Level / Exp | 36 / 1% |
Size | huge |
Lifes / Deaths | Killed by war hound at level 21 on the 72nd Haze 122nd year of Ascendancy at 06:30 6 / 1 |
Primary Stats
Strength | 179.73864725908 (base 60) |
Dexterity | 81 (base 60) |
Constitution | 73 (base 60) |
Magic | 105.73864725908 (base 60) |
Willpower | 77 (base 60) |
Cunning | 112.73864725908 (base 55) |
Resources
Mana | 525/525 |
Equilibrium | 35 |
Life | 2219/2370 |
Positive | 133/135 |
Stamina | 208/208 |
Paradox | 300 |
Healing Factor | 1.3888888888889 |
Regeneration | 14.153801514086 |
Speed
Mental | -9.999999999997% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +120% |
Vision
Sight | 14 |
Lite | 8 |
Infravision | 14 |
See Stealth | 93.654398459149 |
See Invisible | 93.654398459149 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 456 |
Accuracy | 97 |
Crit Chance | 98% |
APR | 31 |
Speed | 0.78 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Acid | +42% |
Light | +48% |
Darkness | +39% |
Mind | +45% |
Lightning | +42% |
Fire | +42% |
All | +30% |
Offense: Damage Penetration
Lightning | +5% |
Light | +40% |
Nature | +20% |
Physical | +29% |
Arcane | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 61.729420460428 (100%) |
Defense | 75 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 82 |
Spell Save | 98 |
Mental Save | 101 |
Defense: Resistances
Acid | + 38%( 70%) |
Physical | + 31%( 70%) |
Cold | + 45%( 70%) |
All | + 24%( 70%) |
Lightning | + 36%( 70%) |
Light | + 37%( 70%) |
Temporal | + 39%( 70%) |
Darkness | + 52%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Silence Resistance | 38% |
Confusion Resistance | 45% |
Stun Resistance | 88% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (6/6)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -1196 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 46% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1288 damage for 7 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1306 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 8 turns. While Heroism is active, you will only die when reaching -1021 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.20 |
| 5/5 |
| 8/5 |
| 1/5 |
| 13/5 |
Technique / Sniper | 1.50 |
| 11/5 |
| 5/5 |
| 19/5 |
| 5/5 |
Technique / Munitions | 1.50 |
| 9/5 |
| 5/5 |
| 8/5 |
| 10/5 |
Technique / Archery training | 1.50 |
| 9/5 |
| 2/5 |
| 13/5 |
| 5/5 |
Technique / Archery prowess | 1.50 |
| 8/5 |
| 15/5 |
| 15/5 |
| 6/5 |
Technique / Agility | 1.50 |
| 14/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 6/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Reflexes | 1.50 |
| 5/5 |
| 12/5 |
| 5/5 |
| 9/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.50 |
| 15/5 |
| 8/5 |
| 1/5 |
| 15/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 10/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 37/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 6/5 |
| 2/5 |
| 8/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 11/5 |
| 1/5 |
| 6/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.20 |
| 6/5 |
| 25/5 |
| 5/5 |
| 6/5 |
Technique / Conditioning | 1.20 |
| 10/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 6/5 |
| 5/5 |
| 4/5 |
Cunning / Survival | 1.20 |
| 6/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 13/5 |
| 14/5 |
| 7/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Wild Growth |
talent | Lacerating Strikes |
talent | Daunting Presence |
talent | Precise Strikes |
talent | Shield Wall |
talent | Piercing Ammunition |
talent | Elemental Harmony |
talent | Premonition |
talent | Contingency |
talent | Chant of Fortitude |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is concealed, increasing sight and attack range by 4 and chance to avoid damage by 60%. Concealment |
beneficial effect | Increases your three highest stats by 23 and keeps you from dying even if your life drops to -1179. Heroism |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You failed to protect the worried loremaster from death by barrow wight. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | 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 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have 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: 947. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. * You've found the needed honey tree root. 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 faerlhing fang. * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Con dps ---------- Dmg.mod +12% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +18% acid Phys.save +11 (+3 eff.) Mind.save +14 (+2 eff.) Silence- +38% Confus- +35% Stun/Frz- +33% ---------- misc Stam/turn +0.90 Max.stam +17.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Master Power 52.0 - 72.8 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 20 On Hit: * Slows global speed by 40% * 40 arcane resource burn Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Dmg.mod +12% lightning Melee Ret 16 lightning ---------- misc Light +5 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Dex +4 Cun +8 Lck dps ---------- Phys.crit +9.0% Spell.crit +11% Mind.crit +9% Dmg.mod +10% all Res.pen +20% nature Acc +7 (+1 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue +3% HP.reg +0.40 A cap made of leather. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane While equipped: Stats +3 Dex +8 Mag +4 Cun dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 12 darkness Dmg.mod +9% darkness Acc +2 (+0 eff.) ----- def ----- Armour +3 Resists +14% light +22% darkness Phys.save +12 (+3 eff.) ---------- misc Infravis +2 Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 83.67 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 15 cooldown Level 3.6 Pwr.cost 15 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +81 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +15% mind Res.pen +15% arcane +15% mind ----- def ----- Mind.save +16 (+2 eff.) ---------- misc Hate/m.crit +3.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +5 Mag +2 Wil +3 Cun dps ---------- Dmg.mod +18% light Res.pen +25% light ----- def ----- Fatigue -4% Spell.save +10 (+2 eff.) ---------- misc Infravis +2 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +5 Dex +7 Cun +4 Con dps ---------- Crit.mult +13.00% Mov.spd +10% Acc +6 (+1 eff.) Apr +13 ----- def ----- Fatigue -6% HP.reg +1.10 ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% On Hit: * 20 arcane resource burn While equipped: Stats +16 Str +3 Wil dps ---------- Phys.pwr +35 (+4 eff.) Res.pen +5% mind ----- def ----- Resists +3% nature +3% lightning Longbows are used to shoot arrows at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +5 Con dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +5% Mind.pwr +3 (+0 eff.) Dmg.mod +10% all ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Die.at -60.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Random Unique] Nature/Master When used to Attack: Power 65.0 - 78.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +198 On Hit.r1 +4 light On Hit: * 40% chance to blind * 27% chance to daze at end of turn While equipped: dps ---------- Melee+ 9 lightning Res.pen +5% lightning Melee Ret 22 lightning On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 25% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +9% lightning +28% cold +3% light +20% temporal ---------- misc Talents +5 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +6 Mag +2 Wil +5 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +7 Str +4 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +20% Dmg.mod +10% all +12% fire Res.pen +15% light Melee Ret 8 light 15 physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Defense +12 (+3 eff.) Rng.Def +14 (+3 eff.) Fatigue +8% Resists +3% lightning +9% physical +15% darkness Spell.save +30 (+5 eff.) ---------- misc Light +3 Track: Puts all charms on 17 cooldown Level 2.4 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 838 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 41% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1054% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1508% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 515.26 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 87 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 246.08 to 738.24 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind Res.pen +25% mind On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -6% Resists +15% temporal HP.reg +0.70 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% mind +24% lightning Res.pen +15% lightning ----- def ----- Resists +21% lightning HP.reg +3.20 Stun/Frz- +38% Rings can have magical properties. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +4 mind While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +17 (+5 eff.) Mind.pwr +4 (+0 eff.) Dmg.mod +20% darkness +3% mind Res.pen +10% darkness ----- def ----- Armour +5 Hardiness +2% Phys.save +5 (+1 eff.) ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+3 eff.) Absorb energies. Uses 554 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 36.5 - 58.4 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid While equipped: Stats +3 Con +5 Wil dps ---------- Dmg.mod +15% fire Res.pen +25% darkness +15% fire ----- def ----- Resists +12% darkness Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 39.0 - 62.4 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 light Against +12% Undead Massive two-handed swords. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 55% Dex, 50% Mag 35% Str Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Nature Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +40% While equipped: Stats +5 Cun +5 Con dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+0 eff.) Dmg.mod +15% darkness Acc +16 (+3 eff.) Apr +4 ----- def ----- Armour +8 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. |
![]() 4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +23 lightning On Hit.r1 +2 light On Hit: * 20% chance to blind While equipped: Stats +8 Str dps ---------- Phys.crit +17.0% Spell.crit +3% Phys.pwr +14 (+2 eff.) S.pwr/crit +6 Dmg.mod +30% lightning Res.pen +5% arcane Acc +17 (+3 eff.) ---------- misc Mana/turn +0.12 Longbows are used to shoot arrows at your foes. |
![]() 14.0 T3 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Cun +4 Con ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +16% Mind.save +15 (+2 eff.) Max.HP +62.00 A suit of armour made of mail. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +5% cold +9% mind +12% acid Die.at -40.00 life Knockbk- +10% ---------- misc Telepathy Humanoid/Orc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +9 Con dps ---------- Mind.crit +3% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +23% cold ---------- misc Max.mana +80.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +16% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 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. |
Achievements
By Broken the Ogre Archer level 35
69th Dusk 123rd year of Ascendancy at 14:53 see stats
By Broken the Ogre Archer level 23
4th Allure 123rd year of Ascendancy at 06:32 see stats
By Broken the Ogre Archer level 21
67th Haze 122nd year of Ascendancy at 01:45 see stats
By Broken the Ogre Archer level 10
1st Dusk 122nd year of Ascendancy at 22:02 see stats
By Broken the Ogre Archer level 20
64th Haze 122nd year of Ascendancy at 02:11 see stats
By Broken the Ogre Archer level 30
28th Dusk 123rd year of Ascendancy at 11:31 see stats
By Broken the Ogre Archer level 31
43rd Dusk 123rd year of Ascendancy at 13:33 see stats
By Broken the Ogre Archer level 14
77th Dusk 122nd year of Ascendancy at 23:24 see stats
By Broken the Ogre Archer level 20
65th Haze 122nd year of Ascendancy at 14:52 see stats
By Broken the Ogre Archer level 8
1st Dusk 122nd year of Ascendancy at 09:15 see stats
By Broken the Ogre Archer level 10
5th Dusk 122nd year of Ascendancy at 23:33 see stats
By Broken the Ogre Archer level 27
22nd Dusk 123rd year of Ascendancy at 16:09 see stats
By Broken the Ogre Archer level 7
5th Flare 122nd year of Ascendancy at 09:47 see stats
By Broken the Ogre Archer level 21
5th Decay 122nd year of Ascendancy at 07:19 see stats
By Broken the Ogre Archer level 16
49th Haze 122nd year of Ascendancy at 10:28 see stats
By Broken the Ogre Archer level 35
69th Dusk 123rd year of Ascendancy at 15:05 see stats
Log
Broken activates Wild Growth.
Broken deactivates Lacerating Strikes.
Broken activates Lacerating Strikes.
Broken deactivates Daunting Presence.
Broken activates Daunting Presence.
Broken deactivates Chant of Fortitude.
Broken activates Chant of Fortitude.
Broken deactivates Shield Wall.
Broken activates Shield Wall.
Broken deactivates Piercing Ammunition.
Broken activates Piercing Ammunition.
Broken deactivates Elemental Harmony.
Broken activates Elemental Harmony.
Broken deactivates Premonition.
Broken activates Premonition.
Broken deactivates Precise Strikes.
Broken activates Precise Strikes.
Broken deactivates Aim.
Broken deactivates Trained Reactions.
Broken deactivates Daunting Presence.
Broken deactivates Shield Wall.
Broken deactivates Wild Growth.
Broken deactivates Piercing Ammunition.
Broken deactivates Lacerating Strikes.
Broken deactivates Chant of Fortitude.
Broken deactivates Contingency.
Broken deactivates Precise Strikes.
Broken deactivates Intuitive Shots.
Broken deactivates Elemental Harmony.
Broken deactivates Premonition.