








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Improved Auto-explore and Rest 1.6.5Quality 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. Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines 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: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Corruptor |
Level / Exp | 45 / 15% |
Size | medium |
Lifes / Deaths | Killed by Lbci the halfling at level 20 on the 2nd Decay 122nd year of Ascendancy at 15:09 1 / 6Killed by Gafado the halfling at level 20 on the 3rd Decay 122nd year of Ascendancy at 00:59 Killed by Urkis, the High Tempest at level 24 on the 29th Regrowth 123rd year of Ascendancy at 12:08 Killed by Urkis, the High Tempest at level 24 on the 29th Regrowth 123rd year of Ascendancy at 22:19 Killed by Urkis, the High Tempest at level 24 on the 30th Regrowth 123rd year of Ascendancy at 00:30 Killed by Elolaith the elven tempest at level 27 on the 56th Regrowth 123rd year of Ascendancy at 08:40 |
Primary Stats
Strength | 18 (base 7) |
Dexterity | 23 (base 7) |
Constitution | 72 (base 62) |
Magic | 87 (base 61) |
Willpower | 26 (base 18) |
Cunning | 84 (base 58) |
Resources
Life | 2180/2180 |
Vim | 208/208 |
Healing Factor | 1.3842975206611 |
Regeneration | 12.804752066115 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +122.23535955475% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 2 |
Offense: Mainhand
Damage | 34 |
Accuracy | 57 |
Crit Chance | 23% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Darkness | +10% |
Blight | +10% |
Cold | +45% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Mind | +20% |
Arcane | +10% |
Cold | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.571428571429 (50%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 41 |
Mental Save | 52 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 29%( 70%) |
Cold | + 65%( 70%) |
All | + 22%( 70%) |
Lightning | + 27%( 70%) |
Light | + 46%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 47%( 70%) |
Fire | + 55%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 32% |
Bleed Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.3 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.3 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.3 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Corruption / Shadowflame | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Corruption / Bone | 1.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.60 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.60 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Corruption / Sanguisuge | 1.60 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.60 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Corruption / Torment | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.80 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Blood Fury |
talent | Chant of Fortitude |
talent | Dark Ritual |
talent | Overkill |
talent | Bone Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)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 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You 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: 561. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 138.88 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 138.88 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +31 (+8 eff.) Armour: +5 Defense: +10 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +2 Con Changes resistances: +12% acid / +9% blight Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 2 mind Changes resistances: +21% cold Changes resistances penetration: +20% mind It can be used to blast the opponent's mind dealing 265 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Defense: +14 (+4 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +9% light Physical save: +6 (+2 eff.) Cut immunity: +10% Disarm immunity: +32% Confusion immunity: +10% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +34.00 Mindpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +7% lightning / +10% temporal / +3% darkness / +9% nature / +12% acid Reduces incoming crit damage: 15.00% Life regen: +4.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 5.7 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 197.73 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (395). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +34 (+9 eff.) Armour: +2 Defense: +20 (+6 eff.) Changes stats: +8 Dex / +3 Con Critical mult.: +10.00% Physical save: +12 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+6 eff.) Defense: +9 (+3 eff.) Fatigue: -6% Effects when hit in melee: * 34% chance to reduce strength, dexterity, and constitution by 26 * 27% chance to reduce damage dealt by 21% Damage when hit (Melee): 6 acid Changes stats: +1 Mag Changes resistances: +19% light / +17% fire Changes resistances penetration: +10% arcane Changes damage: +3% acid Critical mult.: +20.00% Stealth bonus: +10 Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -50.00 life Maximum life: +63.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Cun / +5 Con Changes resistances: +3% light / +9% mind Changes resistances penetration: +5% acid Physical save: +13 (+4 eff.) Life regen: +5.00 Maximum life: +111.00 Amulets can have magical properties. |
Inventory
![]() Powered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 254.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +6 Con / +11 Lck Changes resistances: +3% acid / +6% darkness Changes damage: +12% fire / +12% temporal Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 324 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random 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 Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Changes stats: -10 Cun / +16 Con Changes resistances: +6% light Changes resistances penetration: +15% cold Changes damage: +30% blight / +12% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +1.40 Spellpower: +25 (+8 eff.) Spell crit. chance: +15% Light radius: +8 Healing mod.: +28% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.94 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% temporal / +13% darkness / +3% cold / +14% mind / +13% all Changes resistances penetration: +6% temporal / +8% physical Changes damage: +23% temporal / +5% physical Physical save: +13 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +39 (+12 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +9 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+8 eff.) Armour: +14 Defense: +30 (+9 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 23 acid / 22 fire Effects when hit in melee: * 30% chance to reduce strength, dexterity, and constitution by 26 * 44% chance to reduce damage dealt by 21% Damage when hit (Melee): 14 acid / 15 fire Changes stats: +2 Str / +8 Wil / +9 Cun Changes resistances: +37% acid / +22% fire / +3% temporal / +15% cold Changes damage: +9% temporal Allows you to breathe in: water Mental save: +25 (+8 eff.) Only die when reaching: -20.00 life A suit of armour made of leather. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +16 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 38% chance to reduce strength, dexterity, and constitution by 26 * 40% chance to reduce damage dealt by 21% Damage when hit (Melee): 2 lightning / 8 cold Changes stats: +5 Cun Changes resistances: +15% cold / +24% fire Changes resistances penetration: +10% lightning / +15% cold Changes damage: +12% lightning Mental save: +22 (+8 eff.) Life regen: +9.00 Maximum life: +68.00 Healing mod.: +15% A suit of armour made of mail. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +14 Defense: +13 (+4 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +9% nature / +6% darkness Changes damage: +3% blight Physical save: +35 (+11 eff.) Poison immunity: +21% Disease immunity: +20% Vim when firing critical spell: +2.11 Mindpower: +12 (+4 eff.) Mental crit. chance: +11% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 21% chance to reduce armor by 36% Changes stats: +10 Mag / -9 Wil / +19 Con Changes resistances: +6% acid / +9% nature Changes damage: +6% nature / +6% acid Maximum encumbrance: +48 Mental save: +13 (+5 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 21% * 21% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 35% chance to reduce strength, dexterity, and constitution by 26 * 37% chance to reduce damage dealt by 21% Damage when hit (Melee): 6 temporal Changes resistances: +16% blight / +16% nature / +6% darkness Changes damage: +3% fire Spell save: +11 (+3 eff.) Mental save: +10 (+4 eff.) Life regen: +7.00 Maximum life: +47.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 62% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +5 Wil / +4 Cun / +13 Lck Changes resistances: +19% lightning / +15% temporal Changes resistances penetration: +10% lightning / +5% fire Changes damage: +6% lightning / +24% fire Stealth bonus: +14 Physical save: +8 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) A pair of boots made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +1 Mag / +10 Wil / +6 Cun Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +16% arcane / +9% darkness Psi each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +160.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 50% chance to reduce strength, dexterity, and constitution by 26 * 30% chance to reduce damage dealt by 21% Damage when hit (Melee): 2 darkness Changes stats: +8 Mag / +18 Wil Changes resistances: +15% blight / +6% nature / +12% darkness / +7% all Changes resistances penetration: +10% nature Changes damage: +12% blight / +3% darkness / +20% arcane / +3% nature Physical save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Spell crit. chance: +4% A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 4 lightning / 10 blight Changes stats: +2 Str Changes resistances: +7% physical Changes resistances penetration: +10% lightning / +25% acid Changes damage: +21% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 548.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +25 (+13 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag Changes resistances: +15% mind Critical mult.: +20.40% Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% mind / +2% physical Physical save: +18 (+6 eff.) Life regen: +4.00 It can be used to sting an enemy dealing 272 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Powered 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 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 84 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +3% lightning / +2% physical / +6% darkness / +9% blight / +3% light Mental save: +9 (+3 eff.) Cut immunity: +20% Confusion immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 14, power 84 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By one last corruptor the Skeleton Corruptor level 36
47th Dusk 123rd year of Ascendancy at 15:52 see stats
By one last corruptor the Skeleton Corruptor level 37
56th Dusk 123rd year of Ascendancy at 07:39 see stats
By one last corruptor the Skeleton Corruptor level 33
64th Pyre 123rd year of Ascendancy at 16:21 see stats
By one last corruptor the Skeleton Corruptor level 27
73rd Regrowth 123rd year of Ascendancy at 09:19 see stats
By one last corruptor the Skeleton Corruptor level 39
6th Decay 123rd year of Ascendancy at 07:30 see stats
By one last corruptor the Skeleton Corruptor level 40
1st Wintertide 124th year of Ascendancy at 21:35 see stats
By one last corruptor the Skeleton Corruptor level 38
66th Dusk 123rd year of Ascendancy at 14:02 see stats
By one last corruptor the Skeleton Corruptor level 36
50th Dusk 123rd year of Ascendancy at 21:51 see stats
By one last corruptor the Skeleton Corruptor level 36
43rd Dusk 123rd year of Ascendancy at 00:52 see stats
By one last corruptor the Skeleton Corruptor level 14
46th Dusk 122nd year of Ascendancy at 21:11 see stats
By one last corruptor the Skeleton Corruptor level 37
56th Dusk 123rd year of Ascendancy at 00:41 see stats
By one last corruptor the Skeleton Corruptor level 35
21st Dusk 123rd year of Ascendancy at 16:56 see stats
By one last corruptor the Skeleton Corruptor level 18
39th Haze 122nd year of Ascendancy at 11:58 see stats
By one last corruptor the Skeleton Corruptor level 24
30th Regrowth 123rd year of Ascendancy at 20:46 see stats
By one last corruptor the Skeleton Corruptor level 36
52nd Dusk 123rd year of Ascendancy at 01:18 see stats
By one last corruptor the Skeleton Corruptor level 34
77th Pyre 123rd year of Ascendancy at 15:05 see stats
By one last corruptor the Skeleton Corruptor level 41
2nd Wintertide 124th year of Ascendancy at 15:40 see stats
By one last corruptor the Skeleton Corruptor level 10
2nd Dusk 122nd year of Ascendancy at 19:04 see stats
By one last corruptor the Skeleton Corruptor level 20
79th Haze 122nd year of Ascendancy at 02:18 see stats
By one last corruptor the Skeleton Corruptor level 30
51st Pyre 123rd year of Ascendancy at 11:57 see stats
By one last corruptor the Skeleton Corruptor level 40
1st Wintertide 124th year of Ascendancy at 12:36 see stats
By one last corruptor the Skeleton Corruptor level 35
37th Dusk 123rd year of Ascendancy at 20:03 see stats
By one last corruptor the Skeleton Corruptor level 17
31st Haze 122nd year of Ascendancy at 10:50 see stats
By one last corruptor the Skeleton Corruptor level 27
57th Regrowth 123rd year of Ascendancy at 17:11 see stats
By one last corruptor the Skeleton Corruptor level 28
5th Pyre 123rd year of Ascendancy at 19:39 see stats
By one last corruptor the Skeleton Corruptor level 37
62nd Dusk 123rd year of Ascendancy at 05:08 see stats
By one last corruptor the Skeleton Corruptor level 37
56th Dusk 123rd year of Ascendancy at 07:39 see stats
By one last corruptor the Skeleton Corruptor level 44
49th Regrowth 124th year of Ascendancy at 11:18 see stats
By one last corruptor the Skeleton Corruptor level 5
3rd Mirth 122nd year of Ascendancy at 09:39 see stats
By one last corruptor the Skeleton Corruptor level 14
61st Dusk 122nd year of Ascendancy at 13:47 see stats
By one last corruptor the Skeleton Corruptor level 7
9th Mirth 122nd year of Ascendancy at 00:48 see stats
By one last corruptor the Skeleton Corruptor level 27
72nd Regrowth 123rd year of Ascendancy at 05:05 see stats
By one last corruptor the Skeleton Corruptor level 42
10th Regrowth 124th year of Ascendancy at 08:03 see stats
By one last corruptor the Skeleton Corruptor level 26
52nd Regrowth 123rd year of Ascendancy at 16:14 see stats
By one last corruptor the Skeleton Corruptor level 18
40th Haze 122nd year of Ascendancy at 10:59 see stats
By one last corruptor the Skeleton Corruptor level 32
61st Pyre 123rd year of Ascendancy at 17:13 see stats
Log
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 12nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 13rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
There is a A way into the caverns of Ardhungol here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Gates of Morning (Town) here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 45 turns (stop reason: at portal).
One last corruptor deactivates Flame of Urh'Rok.
One last corruptor deactivates Overkill.
One last corruptor deactivates Dark Ritual.
One last corruptor deactivates Bone Shield.
One last corruptor deactivates Blood Fury.
One last corruptor deactivates Chant of Fortitude.