














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Aegis Reward 1.5.5An edit of Waladil's Conveyance Reward to give Aegis rather than Conveyance, as I feel Aegis is a better Spell counterpart to Wild-Gift/Fungus. Last Hope archery training 1.5.3Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. 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:
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. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Items Vault 1.5.0Donators/Buyers bonus! Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
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. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Brawling Adventurer 1.0.4Allows the adventurer class to have the proper combat speed when using gloves/gauntlets. Also adds a set of leather gloves to inventory at birth. Better Item Description 1.5.5This 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 Improved Stores - fix 1.5.5Storm Reward 1.5.5Adds the Spell/Storm tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 65 / 51% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Zubuth the crimson ooze at level 50 on the 24th Dusk 123rd year of Ascendancy at 00:51 1 / 6Killed by overpowered greater multi-hued wyrm at level 50 on the 19th Haze 123rd year of Ascendancy at 14:53 Killed by Doomed Shade of Shrek at level 50 on the 9th Regrowth 124th year of Ascendancy at 01:37 Killed by Elhuma the forge-giant at level 50 on the 12nd Haze 124th year of Ascendancy at 17:40 Killed by minotaur at level 50 on the 14th Haze 124th year of Ascendancy at 22:38 Killed by Elandar at level 50 on the 21st Haze 124th year of Ascendancy at 20:39 |
Primary Stats
| Strength | 239 (base 12) |
| Dexterity | 126 (base 16) |
| Constitution | 131 (base 14) |
| Magic | 119 (base 75) |
| Willpower | 171 (base 75) |
| Cunning | 142 (base 75) |
Resources
| Steam | 100/100 |
| Mana | 606/714 |
| Equilibrium | 15 |
| Vim | 336/390 |
| Life | 1980/1980 |
| Positive | 210/212 |
| Stamina | 652/652 |
| Psi | 866/866 |
| Healing Factor | 2.2998324312034 |
| Regeneration | 127.65068143925 |
Speed
| Mental | +14.944271910002% |
| Attack | +14.94427191% |
| Movement | +84.09960511739% |
| Spell | 0% |
| Global | +222.25954403597% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 19.635254915624 |
| See Stealth | 84.630629406242 |
| See Invisible | 113.63062940624 |
Offense: Mainhand
| Damage | 610 |
| Accuracy | 103 |
| Crit Chance | 161% |
| APR | 134 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 244 |
| Accuracy | 103 |
| Crit Chance | 163% |
| APR | 130 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Mind
| Mindpower | 103 |
| Crit Chance | 73% |
| Speed | 0.8699868061133 |
Offense: Damage Bonus
| Acid | +52% |
| Blight | +35% |
| Arcane | +26% |
| Cold | +42% |
| All | +17% |
| Lightning | +49% |
| Light | +38% |
| Temporal | +39% |
| Mind | +26% |
| Physical | +88% |
| Fire | +84% |
| Nature | +21% |
Offense: Damage Penetration
| Acid | +51% |
| Physical | +100% |
| Cold | +31% |
| All | 0% |
| Lightning | +31% |
| Light | +5% |
| Arcane | +20% |
| Fire | +64% |
| Nature | +42% |
Defense: Base
| Armour (hardiness) | 348.61751329909 (100%) |
| Defense | 66 |
| Ranged Defense | 71 |
| Fatigue | 9 |
| Physical Save | 102.25 |
| Spell Save | 99.25 |
| Mental Save | 97 |
Defense: Resistances
| Acid | + 77%( 77%) |
| Blight | + 77%( 77%) |
| Arcane | + 77%( 77%) |
| Cold | + 77%( 77%) |
| All | + 91%( 77%) |
| Mind | + 77%( 77%) |
| Lightning | + 77%( 77%) |
| Light | + 77%( 77%) |
| Temporal | + 77%( 77%) |
| Physical | + 77%( 77%) |
| Darkness | + 77%( 77%) |
| Fire | + 77%( 77%) |
| Nature | + 77%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 10% |
| Blind Resistance | 77% |
| Silence Resistance | 75% |
| Bleed Resistance | 20% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 32.9 steam per turn. Can be activated for an instant burst of 165 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 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 27% (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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1353 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 6/5 |
| 0/5 |
| 6/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Technique / Combat veteran | 1.80 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 6/5 |
| 4/5 |
| 0/5 |
| Celestial / Guardian | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.50 |
| 6/5 |
| 6/5 |
| 5/5 |
| 4/5 |
| Steamtech / Thoughts of iron | 1.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 6/5 |
| Corruption / Doom shield | 1.70 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.50 |
| 6/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Technique / Unarmed training | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.80 |
| 6/5 |
| 6/5 |
| 0/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Thuggery | 1.80 |
| 1/5 |
| 5/5 |
| 6/5 |
| 6/5 |
| Steamtech / Blacksmith | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Corruption / Demonic strength | 1.50 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Wild-gift / Call of the wild | 1.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Molten Iron Blood |
| talent | Fiery Hands |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Charged Shield |
| talent | Furnace |
| talent | Inner Power |
| talent | Shards |
| talent | Shock Hands |
| talent | Hardened Core |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Shield of Light |
| talent | Meditation |
| talent | Melting Point |
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Arcane Feed |
| beneficial effect | The target is surrounded by a time distortion, absorbing 773/957 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 55%. Time Shield |
| beneficial effect | The thrill of combat improves the target's maximum life by 16%, life regeneration by 35.20, and stamina regeneration by 7.04. Bloodbath |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+49% global speed). Clarity |
| beneficial effect | Infinite Dungeon Challenge: Rush Hour (90) (Level 75) Challenge |
| detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | Reduces fire damage received by 24%. Premonition Shield |
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. 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 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 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
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 Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Leave the level in less than 90 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (90) (Level 75)Turns left: 2 | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | 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. | 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. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 within3 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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 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
| Psionic focus | voratun greatmaul 'Tulutir' (65-97.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 65.0 - 97.5 Physical Uses 182% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +4 blight On Hit: * 40% chance to disease On Crit: * cripple the target While equipped: Stats +12 Str dps ---------- Phys.crit +21.0% Dmg.mod +12% temporal +21% physical Res.pen +21% nature +15% acid Acc +14 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight +6% temporal +14% all ---------- misc Stam/ret +4.00 Massive two-handed mauls. |
| Quiver | pouch of voratun shots 'Salyrira' (20/20, 60.5-72.6 power, 15 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 60.5 - 72.6 Physical Uses 40% Wil, 133% Cun Acc+ +0.1% dam / acc Apr +15 Crit +12.0% Capacity 20 Proj.spd +200% Ranged+ +14 temporal +20 arcane +13 physical On Hit.r1 +4 arcane +19 fire On Crit.r2 +8 arcane On Hit: * 10% chance to stun, blind, pin, or confuse the target Shots are used with slings to pummel your foes to death. |
| On hands | Elonor (0 def, 4 armour)1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +14 Str +12 Mag +18 Wil +6 Con dps ---------- Crit.mult +9.00% Melee+ 18 arcane 20 temporal Ranged+ 20 temporal Dmg.mod +10% temporal ----- def ----- Armour +4 Resists +9% arcane +20% temporal Mind.save +24 (+5 eff.) Cut- +20% Silence- +10% Disarm- +50% Confus- +10% Stun/Frz- +10% ---------- misc See.Invis +6 Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.0 - 29.7 Physical Uses 87% Wil, 87% Cun Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 167% Melee+ +17 arcane On Hit: 10% Disarm 5 On Hit: 10% Manathrust 3 On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Disperse Magic: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Deadwalker =breathe=1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light +9% arcane Res.pen +5% light Melee Ret 8 arcane 30 fire On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -6% Resists +13% blight +10% fire +30% darkness +3% light Crit.dmg- 15.00% Affinity +5% light Mind.save +15 (+3 eff.) ---------- misc Light +7 Infravis +6 See.Stealth +25 See.Invis +36 The wearer is treated as an undead. The wearer no longer has to breathe. Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 52.01 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Pitchoblivion' (10 def, 17 armour)3.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Dex +10 Wil dps ---------- Res.pen +10% arcane Melee Ret 12 arcane 4 fire On Hit (Melee): * 39% chance to inflict 15% damage reduction ----- def ----- Armour +17 Defense +10 (+3 eff.) Fatigue +5% Resists +15% blight +6% fire +6% arcane +7% all Phys.save +18 (+2 eff.) Mind.save +17 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Samyyadig (0 def, 6 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Mov.spd +20% ----- def ----- Armour +6 Fatigue +4% Resists +9% blight +15% fire +5% arcane +14% cold Silence- +65% Disarm- +15% Confus- +43% Stun/Frz- +50% Knockbk- +5% Teleport- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | The Flex (dig speed 8 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +29 Str +3 Dex +12 Wil dps ---------- Phys.crit +18.0% Mind.crit +13% Crit.mult +20.00% Phys.pwr +14 (+2 eff.) Apr +25 ----- def ----- Fatigue -9% Die.at -60.00 life ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 7.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +127 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Radianceoracle the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +20% acid Res.pen +5% acid Acc +15 (+2 eff.) Apr +17 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +21 (+5 eff.) Resists +40% acid +6% lightning +9% fire +6% arcane +12% nature Spell.save +4 (+1 eff.) Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +45% ---------- misc Light +1 Disengage: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 143% 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. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +4 Str +4 Dex +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | The All Resist0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% light Phasing +40% Melee Ret 8 blight ----- def ----- Armour +9 Defense +15 (+4 eff.) Resists +30% lightning +30% temporal +9% light Res.Cap +7% all Phys.save +33 (+4 eff.) Spell.save +24 (+3 eff.) Blind- +40% Pinning- +47% Stun/Frz- +45% Knockbk- +50% ---------- misc Max.mana +40.00 Infravis +10 Sight +2 See.Invis +12 Amulets can have magical properties. |
| In main hand | Isuthra (69.5-104.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 69.5 - 104.3 Physical Uses 182% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +8 blight +28 temporal +8 mind On Hit.r1 +12 mind +8 arcane While equipped: Stats +12 Con dps ---------- Phys.pwr +21 (+3 eff.) Dmg.mod +9% mind Res.pen +21% nature +21% physical Melee Ret 8 blight 28 temporal 4 mind On Hit (Melee): * 20% chance to disease ----- def ----- Resists +28% temporal +9% mind +14% all Disarm- +45% Massive two-handed mauls. |
| Around waist | Shimmerstun the drakeskin leather belt =size=1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +6 Dex +12 Wil +6 Cun dps ---------- Phys.pwr +11 (+1 eff.) Dmg.mod +6% fire Melee Ret 12 lightning On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% lightning +6% fire +6% nature Phys.save +24 (+3 eff.) Spell.save +42 (+5 eff.) Mind.save +39 (+7 eff.) Max.HP +101.00 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 159% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+4 eff.) Fatigue +28% Resists +6% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
| Cloak | Glemiyanor the elven-silk cloak (11 def, 3 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +17 Str +5 Mag +5 Wil +14 Con dps ---------- Dmg.mod +18% blight +6% physical Res.pen +10% arcane +15% physical ----- def ----- Armour +3 Defense +11 (+3 eff.) Rng.Def +6 (+2 eff.) Phys.save +79 (+10 eff.) Max.HP +216.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Black Plate (25 def, 35 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +15 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+2 eff.) Spell.save +25 (+3 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 5.1 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 8 turns. Each time the source creature takes damage the victim takes 80% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
acid wave rune (141 acid damage; disarm 5 turns with power 22)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 141.02 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Xerowen the Magmanigh0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +35.00% Dmg.mod +12% mind +17% cold Melee Ret 12 fire On Hit (Melee): * 62% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +27% fire +34% cold Mind.save +52 (+9 eff.) ---------- misc Max.hate +12.00 Max.psi +40.00 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 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. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
quick dwarven-steel battleaxe of crippling (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 30.0 - 45.0 Physical Uses 182% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +6 Dex dps ---------- Phys.crit +14.0% Acc +16 (+3 eff.) Massive two-handed battleaxes. |
Furnacemortal (65-104 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 65.0 - 104.0 Lightning Uses 182% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +82 insidious poison On Hit: * 28% chance to daze at end of turn While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Res.pen +21% lightning +21% physical Acc +19 (+3 eff.) Apr +19 Melee Ret 8 fire On Hit (Melee): * Slows global speed by 30% * 30 arcane resource burn ----- def ----- Resists +9% acid +6% temporal +6% darkness +21% fire +6% cold Spell.save +15 (+2 eff.) Massive two-handed swords. |
balanced orite trident of daylight (41.5-66.4 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 41.5 - 66.4 Physical Uses 182% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +24 light Against +35% Undead While equipped: dps ---------- Acc +19 (+3 eff.) ----- def ----- Defense +19 (+5 eff.) Disarm- +62% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of rage (42.5-68 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 42.5 - 68.0 Physical Uses 182% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Str dps ---------- Dmg.mod +16% physical Res.pen +13% physical Acc +38 (+6 eff.) Apr +17 ---------- misc Stam/ret +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
inquisitor's stralite mace (35.5-49.7 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Disrupt Power 35.5 - 49.7 Physical Uses 159% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 22 arcane resource burn On Crit: * burns latent spell energy Blunt and deadly. |
Singepython (44.5-62.3 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Master Power 44.5 - 62.3 Fire Uses 159% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% While equipped: Stats +7 Dex +3 Wil +12 Con dps ---------- Res.pen +39% mind Acc +15 (+2 eff.) Melee Ret 20 fire ----- def ----- Resists +23% mind +15% fire ---------- misc Infravis +4 Telepathy Dragon Blunt and deadly. |
warbringer's voratun mace (45.5-63.7 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 45.5 - 63.7 Physical Uses 159% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +12 (+1 eff.) Res.pen +15% physical ----- def ----- Disarm- +25% Blunt and deadly. |
quick iron dagger of crippling (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Master Power 11.0 - 14.3 Physical Uses 93% Wil, 53% Cun Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +3 Dex dps ---------- Phys.crit +6.0% Acc +6 (+1 eff.) Sharp, short and deadly. |
arcing voratun dagger of massacre (50.5-65.65 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 50.5 - 65.7 Physical Uses 93% Wil, 53% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
warden's dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +9 Mag dps ---------- Dmg.mod +15% temporal +23% physical Res.pen +15% temporal +23% physical ---------- misc Reload +5 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
plaguebringer's quiver of elm arrows of amnesia (17/18, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Ego++] Arcane/Psionic Power 14.0 - 19.6 Physical Uses 99% Wil, 83% Cun Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Ranged+ +12 blight On Hit: 10% Epidemic 1 On Hit: * 12% chance to disease * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
dwarven-steel shield of patience (8 def, 2 armour, 27-32.4 power, 71.5 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 27.0 - 32.4 Physical Uses 159% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +72 Melee+ +16 temporal While equipped: dps ---------- Melee Ret 16 temporal ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +16% temporal ---------- misc Talents +3 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (533) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 49%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
voratun shield of patience (12 def, 3 armour, 68-81.6 power, 202.5 block)7.0 T5 shield armor [Ego+] Arcane When used to Attack: Power 68.0 - 81.6 Physical Uses 159% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +5.0% Block +202 Melee+ +19 temporal While equipped: dps ---------- Melee Ret 19 temporal ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +17% temporal ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 7.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (664) is absorbed, or the time runs out (12 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 55%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
reinforced leather armour of alacrity (4 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
searing drakeskin leather armour of fire resistance (5 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 14 acid 16 fire ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +28% acid +55% fire A suit of armour made of leather. |
impenetrable iron mail armour of cold resistance (2 def, 12 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 3.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Scumbraid the pair of drakeskin leather boots (0 def, 19 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +9 Mag +4 Con dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +10% acid +3% temporal +9% blight On Hit (Melee): * Slows global speed by 45% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +19 Fatigue +5% Resists +33% acid +21% cold +9% blight +15% fire +6% nature +13% lightning Disease- +50% Disarm- +10% Rush: Puts all charms on 25 cooldown Level 5.4 Pwr.cost 25 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Mind.save +22 (+4 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 193 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
catburglar's hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +8 Dex +4 Con dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +18% darkness ---------- misc Infravis +6 A cap made of leather. |
champion's dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Str +8 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +11 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eriroddathel the Radiancesting (0 def, 5 armour) =water=3.0 T5 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 20 light ----- def ----- Armour +5 Fatigue +5% Resists +9% temporal +24% cold ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2638 alchemist agate0.0 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. |
Demonmire1.0 T5 lite [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +11 Cun +6 Con dps ---------- Dmg.mod +6% darkness Melee Ret 30 fire ----- def ----- Armour +6 Defense +14 (+4 eff.) Resists +15% blight +10% fire Phys.save +19 (+3 eff.) Spell.save +20 (+2 eff.) Mind.save +50 (+9 eff.) HP.reg +6.50 Cut- +10% Disarm- +15% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light -6 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Erelotodar the Dourquill0.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +8 Mag +6 Wil dps ---------- Mind.crit +11% Spell.pwr +17 (+3 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +13% darkness +6% mind Melee Ret 30 fire ----- def ----- Resists +10% fire +15% light +12% darkness Affinity +5% darkness Mind.save +10 (+2 eff.) ---------- misc Light +6 Infravis +7 Moonlight Ray: Puts all charms on 8 cooldown Level 6.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 154.03 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Ravenhash the dwarven lantern0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Cun +8 Mag dps ---------- Spell.crit +6% Mind.crit +12% Spell.pwr +19 (+4 eff.) Mind.pwr +11 (+2 eff.) Res.pen +20% darkness Melee Ret 16 acid 8 fire 8 darkness On Hit (Melee): * 35% chance to inflict 15% damage reduction ----- def ----- Resists +15% blight +13% darkness +6% acid Mind.save +10 (+2 eff.) ---------- misc Light -4 Infravis +15 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 32 blight damage or heals 70 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Yvomina the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con dps ---------- Res.pen +15% blight +15% all Apr +13 Melee Ret 8 arcane 8 physical On Hit (Melee): * 23% chance to disease ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +15% blight Mind.save +14 (+3 eff.) HP.reg +6.50 Blind- +50% Confus- +30% ---------- misc Stam/turn +0.60 Light +12 See.Stealth +50 See.Invis +47 Track: Puts all charms on 40 cooldown Level 7.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 77 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Shrek the Ogre Adventurer level 50
68th Dusk 123rd year of Ascendancy at 17:06 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shrek the Ogre Adventurer level 50
38th Dusk 124th year of Ascendancy at 05:49 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Shrek the Ogre Adventurer level 50
51st Dusk 123rd year of Ascendancy at 02:34 see stats
Anti-Antimagic! (Madness (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Shrek the Ogre Adventurer level 31
67th Regrowth 123rd year of Ascendancy at 06:14 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By Shrek the Ogre Adventurer level 50
4th Haze 123rd year of Ascendancy at 22:09 see stats
Are you out of your mind?! (Madness (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Shrek the Ogre Adventurer level 50
19th Haze 123rd year of Ascendancy at 13:03 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Shrek the Ogre Adventurer level 50
30th Dusk 124th year of Ascendancy at 22:16 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Shrek the Ogre Adventurer level 50
1st Haze 123rd year of Ascendancy at 15:37 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Shrek the Ogre Adventurer level 23
1st Regrowth 123rd year of Ascendancy at 04:50 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shrek the Ogre Adventurer level 9
3rd Summertide 122nd year of Ascendancy at 00:09 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Shrek the Ogre Adventurer level 50
74th Dusk 123rd year of Ascendancy at 11:33 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Shrek the Ogre Adventurer level 39
12nd Pyre 123rd year of Ascendancy at 02:59 see stats
Evil denied (Madness (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Shrek the Ogre Adventurer level 50
22nd Haze 124th year of Ascendancy at 03:27 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Shrek the Ogre Adventurer level 28
27th Regrowth 123rd year of Ascendancy at 03:46 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shrek the Ogre Adventurer level 32
75th Regrowth 123rd year of Ascendancy at 13:21 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Shrek the Ogre Adventurer level 50
7th Dusk 123rd year of Ascendancy at 08:51 see stats
Guiding Hand (Madness (Adventure) difficulty)
Saved all escorted adventurers.By Shrek the Ogre Adventurer level 50
72nd Dusk 123rd year of Ascendancy at 06:33 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shrek the Ogre Adventurer level 47
6th Mirth 123rd year of Ascendancy at 01:57 see stats
Huge Appetite (Madness (Adventure) difficulty)
Ate 20 bosses.By Shrek the Ogre Adventurer level 50
64th Haze 124th year of Ascendancy at 20:04 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Shrek the Ogre Adventurer level 50
19th Haze 123rd year of Ascendancy at 19:49 see stats
Invasion from the Depths (Madness (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Shrek the Ogre Adventurer level 50
52nd Dusk 124th year of Ascendancy at 00:36 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Shrek the Ogre Adventurer level 10
1st Dusk 122nd year of Ascendancy at 10:34 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Shrek the Ogre Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 07:59 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Shrek the Ogre Adventurer level 30
31st Regrowth 123rd year of Ascendancy at 17:40 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Shrek the Ogre Adventurer level 40
19th Pyre 123rd year of Ascendancy at 12:59 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Shrek the Ogre Adventurer level 50
7th Dusk 123rd year of Ascendancy at 06:33 see stats
Merry wintertide! (Madness (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Shrek the Ogre Adventurer level 27
19th Regrowth 123rd year of Ascendancy at 17:10 see stats
Oozemancer (Madness (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Shrek the Ogre Adventurer level 50
20th Dusk 123rd year of Ascendancy at 15:00 see stats
Orcrist (Madness (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Shrek the Ogre Adventurer level 50
10th Haze 124th year of Ascendancy at 20:40 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Shrek the Ogre Adventurer level 49
7th Dusk 123rd year of Ascendancy at 06:20 see stats
Pest Control (Madness (Adventure) difficulty)
Killed 1000 reproducing vermin.By Shrek the Ogre Adventurer level 50
22nd Dusk 123rd year of Ascendancy at 12:04 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Shrek the Ogre Adventurer level 50
52nd Dusk 124th year of Ascendancy at 11:45 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shrek the Ogre Adventurer level 23
2nd Decay 122nd year of Ascendancy at 14:45 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shrek the Ogre Adventurer level 50
8th Dusk 123rd year of Ascendancy at 09:44 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Shrek the Ogre Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 15:45 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Shrek the Ogre Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 15:45 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Shrek the Ogre Adventurer level 50
74th Dusk 123rd year of Ascendancy at 13:54 see stats
Slimefest (Madness (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Shrek the Ogre Adventurer level 50
22nd Dusk 123rd year of Ascendancy at 00:53 see stats
Tactical master (Madness (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shrek the Ogre Adventurer level 50
22nd Haze 124th year of Ascendancy at 03:26 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Shrek the Ogre Adventurer level 9
7th Flare 122nd year of Ascendancy at 17:49 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shrek the Ogre Adventurer level 50
10th Haze 124th year of Ascendancy at 20:02 see stats
The Restless Dead (Madness (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Shrek the Ogre Adventurer level 46
4th Mirth 123rd year of Ascendancy at 09:29 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shrek the Ogre Adventurer level 24
2nd Regrowth 123rd year of Ascendancy at 18:38 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Shrek the Ogre Adventurer level 48
7th Dusk 123rd year of Ascendancy at 00:59 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Shrek the Ogre Adventurer level 13
19th Dusk 122nd year of Ascendancy at 09:38 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Shrek the Ogre Adventurer level 24
11st Regrowth 123rd year of Ascendancy at 23:16 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shrek the Ogre Adventurer level 50
36th Pyre 124th year of Ascendancy at 12:43 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Shrek the Ogre Adventurer level 23
1st Regrowth 123rd year of Ascendancy at 19:42 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Shrek the Ogre Adventurer level 18
31st Dusk 122nd year of Ascendancy at 00:56 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shrek the Ogre Adventurer level 50
50th Dusk 123rd year of Ascendancy at 07:08 see stats
Log
Shrek casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Rested for 16 turns (stop reason: taken damage).
Shrek resists the punch!
Something hits Shrek for 0 fire damage.
Shrek deactivates Furnace.
Shrek deactivates Shards.
Shrek deactivates Kinetic Shield.
Shrek deactivates Molten Iron Blood.
Shrek deactivates Shielding.
Shrek deactivates Fiery Hands.
Shrek deactivates Melting Point.
Shrek deactivates Essence of Speed.
Shrek deactivates Hardened Core.
Shrek deactivates Retribution.
Shrek no longer revels in blood quite so much.
Shrek deactivates Arcane Feed.
Shrek deactivates Beyond the Flesh.
Shrek deactivates Shield of Light.
The protective shield of Shrek disappears.
Shrek meditates on nature.
Shrek deactivates Arcane Shield.
Shrek deactivates Charged Shield.
Shrek deactivates Premonition.
Shrek calms down.
Shrek deactivates Arcane Combat.
Shrek deactivates Shock Hands.
Shrek deactivates Augmentation.
Shrek deactivates Inner Power.



























































































































































































