Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Reaver Tweaks 1.2.4 Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. No more creaky door 1.2.5Got rid of the most anoying door creaks. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality 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. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.2.4Official 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:
Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Allow Respec Anywhere 1.2.3Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Lich |
Class | Hero |
Level / Exp | 50 / 1525% |
Size | gargantuan |
Lifes / Deaths | Killed by Iohen the shalore at level 16 on the 50th Dusk 122nd year of Ascendancy at 16:44 6 / 2Killed by Ivatha the brown mold at level 24 on the 14th Regrowth 123rd year of Ascendancy at 09:08 |
Primary Stats
Strength | 96 (base 48) |
Dexterity | 46 (base 13) |
Constitution | 99.672421493586 (base 40) |
Magic | 118 (base 60) |
Willpower | 89 (base 58) |
Cunning | 111 (base 60) |
Resources
Mana | 976/976 |
Negative | 49/247 |
Vim | 159/159 |
Life | 2374/2374 |
Positive | 42/207 |
Stamina | 404/404 |
Psi | 159/159 |
Healing Factor | 1.3222222222222 |
Regeneration | 2.8098237818347 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 11 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 243 |
Accuracy | 85 |
Crit Chance | 86% |
APR | 97 |
Speed | 1.00 |
Offense: Offhand
Damage | 99 |
Accuracy | 79 |
Crit Chance | 90% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90.145835258868 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 59.81 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
All | +14% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 73.889772396452 (61.666666666667%) |
Defense | 51.798186478627 |
Ranged Defense | 51.798186478627 |
Fatigue | 1 |
Physical Save | 70.303369298737 |
Spell Save | 79.278987428248 |
Mental Save | 59.662606680265 |
Defense: Resistances
All | + 27%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 77% |
Bleed Resistance | 100% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 74% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2127% over 10 turns and instantly restoring 106 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 760 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 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 926 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Thunderstrike | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Vampirism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 1.20 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Corruption / Reaving combat | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mage warden | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Blood spear | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood magic | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blood Spear |
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Beyond the Flesh |
talent | Overkill |
talent | Arcane Shield |
talent | Charged Shield |
talent | Elemental Discord |
talent | Kinetic Shield |
talent | Blood Fury |
talent | Willful Tormenter |
talent | Arcane Feed |
talent | Share the Pain |
talent | Shielding |
talent | Righteous Strength |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 regenade 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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the 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 Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Zubirenne the skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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: 1070. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. 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. | done |
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. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within7 lumberjacks have died. | 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. | 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 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 | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 Base power: 96.0 - 144.0 Uses stat: 140% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 381.80 to 1145.40 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 949.90 to 1899.80 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. Press to compare |
On hands | voratun gauntlets 'Salakira' (0 def, 21 armour) voratun gauntlets 'Salakira' (0 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Armour: +21 Armour Hardiness: +15% Changes stats: +1 Wil / +11 Cun / +21 Con Changes resistances: +27% darkness / +12% physical Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +23 (+6 eff.) Spell save: +13 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +44% Infravision radius: +8 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.8 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 54.39 cold damage and 109.73 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
On head | Polenn the drakeskin leather cap (7 def, 13 armour) Polenn the drakeskin leather cap (7 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +11 Lck / +4 Str Changes resistances: +3% nature / +5% all Critical mult.: +6.00% Physical save: +9 (+2 eff.) Stamina each turn: +0.40 Maximum life: +60.00 Spell crit. chance: +6% Mental crit. chance: +2% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1360.3 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. Press to compare |
On feet | pair of dwarven-steel boots 'Barytorek' (0 def, 4 armour) pair of dwarven-steel boots 'Barytorek' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +4 Fatigue: -4% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +2 Dex / +7 Con Changes resistances penetration: +8% physical Changes damage: +7% physical Stamina each turn: +0.30 Maximum life: +33.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.6 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. Press to compare |
On fingers | Layyrin LayyrinCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +16 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 20 blight Changes stats: +10 Cun / +10 Dex Changes resistances: +3% blight Changes resistances penetration: +5% acid / +10% blight Changes damage: +9% acid / +7% all Mental save: +10 (+3 eff.) Confusion immunity: +40% Spellpower: +12 (+2 eff.) Mindpower: +16 (+4 eff.) Rings can have magical properties. Press to compare |
On fingers | Noladig the voratun ring Noladig the voratun ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Armour: +20 Defense: +17 (+6 eff.) Changes stats: +10 Str / +2 Mag / +1 Con Changes resistances: +9% blight Changes damage: +12% blight / +3% arcane Grants telepathy: Dragon Disarm immunity: +33% Pinning immunity: +50% Knockback immunity: +44% Maximum life: +50.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Around neck | Cloudrip CloudripPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes stats: +3 Dex / +3 Mag Changes resistances penetration: +20% lightning Changes damage: +7% darkness / +6% temporal / +7% light / +7% physical Talent masteries: +0.40 Cunning / Herbalism +0.40 Celestial / Sunlight Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. Press to compare |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% physical / +30% temporal / +30% light / +30% darkness Changes damage: +60% physical / +60% temporal / +60% light / +60% darkness Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 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." Press to compare |
Around waist | drakeskin leather belt 'Dayshine' drakeskin leather belt 'Dayshine'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 12 light / 16 fire Changes stats: +7 Str / +6 Mag / +6 Con Changes resistances penetration: +5% fire Changes damage: +6% light Reduced damage from: +45% Summoned Physical save: +15 (+4 eff.) Mana each turn: +0.52 Maximum mana: +60.00 Light radius: +3 Infravision radius: +3 Size category: +1 A belt that goes around your waist. Press to compare |
In off hand | short elven-wood starstaff of illumination (25-30 power, 5 apr, physical damage) short elven-wood starstaff of illumination (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.4 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 272.33 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Cloak | Airrain the elven-silk cloak (3 def, 0 armour) Airrain the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 light Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +12% lightning / +23% temporal / +24% darkness / +6% light Changes resistances penetration: +10% light Changes damage: +9% lightning / +6% acid Critical mult.: +28.00% Stealth bonus: +15 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +25% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. Press to compare |
Inventory
Blood of Life =laff= Blood of Life =laff=Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. Press to compare |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 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. Press to compare |
painweaver's stralite ring of sensing painweaver's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Changes damage: +7% all Blindness immunity: +32% Spellpower: +12 (+2 eff.) Mindpower: +13 (+3 eff.) Infravision radius: +5 See stealth: +18 See invisible: +12 Rings can have magical properties. Press to compare |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.4 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. Press to compare |
Braneredig the Stormwinnow (47-56.4 power, 6 apr, physical damage) Braneredig the Stormwinnow (47-56.4 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 47.0 - 56.4 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 physical Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +14.0% Damage when hit (Melee): 12 lightning Changes resistances penetration: +5% lightning Changes damage: -17% lightning / +47% physical Talent granted: +1 Command Staff Physical save: +29 (+7 eff.) Spell save: +28 (+6 eff.) Mental save: +37 (+9 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Yvith the dragonbone vilestaff (30-36 power, 6 apr, physical damage) Yvith the dragonbone vilestaff (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +12 Wil / +4 Cun Changes resistances: +6% blight Changes damage: +30% acid / +6% mind Talent granted: +1 Command Staff Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +20% Silence immunity: +10% Psi when hit: +0.12 Maximum mana: +188.00 Spellpower: +39 (+7 eff.) Spell crit. chance: +12% Mindpower: +2 (+0 eff.) Staves designed for wielders of magic, by the greats of the art. Press to compare |
short dragonbone starstaff of fate (30-36 power, 6 apr, physical damage) short dragonbone starstaff of fate (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% temporal Talent granted: +1 Command Staff Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. Press to compare |
Swampmight (53-84.8 power, 16 apr) Swampmight (53-84.8 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +24 mind When wielded/worn: Physical power: +19 (+3 eff.) Armour: +16 Damage when hit (Melee): 4 arcane Changes stats: +10 Con Changes resistances penetration: +10% nature / +21% physical Changes damage: +3% nature Mental save: +20 (+5 eff.) Disarm immunity: +43% Teleport immunity: +5% Vim when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
Spine of the Spire (75-82.5 power, 10 apr) Spine of the Spire (75-82.5 power, 10 apr)Requires: - Willpower 48 - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 It must be held with both hands. Base power: 75.0 - 82.5 Uses stat: 120% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc This weapon will act as a psionic focus. Armour Penetration: +10 Attack speed: 125% When this weapon hits: Poisonous Bite (10% chance level 3). Damage (Melee): +40 mind / +40 darkness When wielded/worn: Changes resistances penetration: +20% physical / +20% darkness / +20% mind Talents cooldown: Frenzy (-4 turns) Shattering Charge (-3 turns) Bone Grab (-5 turns) Mindpower: +10 (+2 eff.) Mental crit. chance: +25% This macabre whip was crafted from the spine of an ancient Spire Dragon. It would be far too large to wield were it not animated by a portion of the dead dragon's psionic power and its enduring hatred. The vertebrae are connected by telekinetic bonds, and the skull's eye sockets glow with a dull venomous arrogance. Press to compare |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." Press to compare |
voratun dagger 'Betonn' (37.5-48.75 power, 9 apr) voratun dagger 'Betonn' (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +16 blight / +16 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Changes stats: +2 Mag / +1 Wil / +3 Cun Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Disease immunity: +26% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Sharp, short and deadly. Press to compare |
Thunderumbra (17-18.7 power, 40 apr, nature damage) Thunderumbra (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 ice / +10 fire / +16 acid Burst (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 20 ice / 12 physical Changes stats: +1 Str / +9 Con Changes resistances: +8% blight / +10% temporal / +20% cold Changes resistances penetration: +20% cold Changes damage: +6% physical / +15% temporal / +30% cold / +9% nature / +10% fire Maximum encumbrance: +20 Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Turedunakan the Flashedge (17-18.7 power, 40 apr, mind damage) Turedunakan the Flashedge (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 blight / +8 lightning When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice / 8 light Changes stats: +7 Cun Changes resistances: +16% cold Changes resistances penetration: +15% lightning / +15% cold / +15% light Changes damage: +12% blight / +20% cold Critical mult.: +11.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +53 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
stalking living mindstar of the equinox (17-18.7 power, 40 apr, nature damage) stalking living mindstar of the equinox (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +12 bleed / +5 temporal / +10 blinding light When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +15.0% Defense: +15 (+5 eff.) Changes damage: +15% physical / +9% light / +10% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Infravision radius: +4 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+4 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. Press to compare |
Darkusher (19/19, 65-91 power, 28 apr) Darkusher (19/19, 65-91 power, 28 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +28 Physical crit. chance: +15.0% Capacity: 19 On weapon hit: * 20% chance to cause random gloom On weapon crit: * wounds the target * splashes the target with acid Travel speed: +200% Damage (Ranged): +18 acid / +20 darkness / +13 bleed / +12 arcane Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Wil, 10% Mag, 70% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. Press to compare |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. Press to compare |
monstrous drakeskin leather belt of recklessness monstrous drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Changes stats: +4 Str / +5 Con Critical mult.: +15.00% Physical save: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 163.02 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. Press to compare |
Brandsage (0 def, 23 armour) Brandsage (0 def, 23 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Fatigue: +5% Changes resistances: +13% acid / +11% fire / +15% lightning / +15% cold Changes resistances penetration: +5% fire Changes damage: +9% blight Silence immunity: +38% Confusion immunity: +50% Stun/Freeze immunity: +49% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Maximum vim: +40.00 Spellpower: +8 (+1 eff.) Infravision radius: +3 A pair of boots made of leather. Press to compare |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. Press to compare |
Torchwreck (0 def, 3 armour) Torchwreck (0 def, 3 armour)Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 arcane Changes stats: +12 Mag / +9 Wil Changes resistances: +9% arcane / +3% fire Changes damage: +6% arcane Life regen: +10.00 Stamina each turn: +2.80 Psi each turn: +0.36 Vim when firing critical spell: +4.00 Maximum stamina: +40.00 Maximum vim: +10.00 Spellpower: +2 (+0 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 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. Press to compare |
Zubodann (0 def, 5 armour) Zubodann (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +8 Physical power: +14 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Dex / +16 Wil / +5 Cun / +3 Con Changes resistances: +15% blight / +14% physical Changes damage: +3% physical Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Physical save: +35 (+9 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -60.00 life A cap made of leather. Press to compare |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star =lite= Burning Star =lite=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Runed Skull =carry= Runed Skull =carry=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Hettiharafast the Dourwinter (dig speed 10 turns) =dig= Hettiharafast the Dourwinter (dig speed 10 turns) =dig=Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +2 Str Changes resistances penetration: +15% acid Changes damage: +11% fire / +11% mind / +6% darkness Physical save: +11 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +18 (+5 eff.) Maximum life: +67.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 360/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 766.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call an antimagic pillar for 15 turns, but silence yourself for 5 turns, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. Press to compare |
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.
Achievements
By Two and a Half Staves the Lich Hero level 33
70th Regrowth 123rd year of Ascendancy at 00:45 see stats
By Two and a Half Staves the Lich Hero level 26
21st Regrowth 123rd year of Ascendancy at 19:52 see stats
By Two and a Half Staves the Lich Hero level 33
53rd Regrowth 123rd year of Ascendancy at 06:48 see stats
By Two and a Half Staves the Lich Hero level 37
3rd Pyre 123rd year of Ascendancy at 02:29 see stats
By Two and a Half Staves the Lich Hero level 46
62nd Dusk 123rd year of Ascendancy at 12:17 see stats
By Two and a Half Staves the Lich Hero level 36
1st Time of Balance 123rd year of Ascendancy at 07:40 see stats
By Two and a Half Staves the Ogre Hero level 9
4th Flare 122nd year of Ascendancy at 02:24 see stats
By Two and a Half Staves the Lich Hero level 38
8th Pyre 123rd year of Ascendancy at 15:00 see stats
By Two and a Half Staves the Lich Hero level 35
77th Regrowth 123rd year of Ascendancy at 20:42 see stats
By Two and a Half Staves the Lich Hero level 50
78th Haze 123rd year of Ascendancy at 07:53 see stats
By Two and a Half Staves the Ogre Hero level 19
1st Haze 122nd year of Ascendancy at 15:17 see stats
By Two and a Half Staves the Lich Hero level 33
62nd Regrowth 123rd year of Ascendancy at 02:22 see stats
By Two and a Half Staves the Ogre Hero level 22
2nd Wintertide 123rd year of Ascendancy at 12:14 see stats
By Two and a Half Staves the Lich Hero level 50
68th Haze 123rd year of Ascendancy at 20:52 see stats
By Two and a Half Staves the Lich Hero level 38
9th Pyre 123rd year of Ascendancy at 00:06 see stats
By Two and a Half Staves the Ogre Hero level 20
2nd Haze 122nd year of Ascendancy at 21:16 see stats
By Two and a Half Staves the Ogre Hero level 10
1st Dusk 122nd year of Ascendancy at 04:01 see stats
By Two and a Half Staves the Ogre Hero level 20
2nd Haze 122nd year of Ascendancy at 12:52 see stats
By Two and a Half Staves the Lich Hero level 30
46th Regrowth 123rd year of Ascendancy at 22:02 see stats
By Two and a Half Staves the Lich Hero level 40
43rd Pyre 123rd year of Ascendancy at 06:16 see stats
By Two and a Half Staves the Lich Hero level 50
46th Haze 123rd year of Ascendancy at 16:40 see stats
By Two and a Half Staves the Ogre Hero level 24
14th Regrowth 123rd year of Ascendancy at 09:08 see stats
By Two and a Half Staves the Lich Hero level 50
53rd Haze 123rd year of Ascendancy at 13:21 see stats
By Two and a Half Staves the Lich Hero level 46
62nd Dusk 123rd year of Ascendancy at 03:55 see stats
By Two and a Half Staves the Lich Hero level 49
36th Haze 123rd year of Ascendancy at 00:34 see stats
By Two and a Half Staves the Ogre Hero level 16
54th Dusk 122nd year of Ascendancy at 02:20 see stats
By Two and a Half Staves the Lich Hero level 27
29th Regrowth 123rd year of Ascendancy at 00:18 see stats
By Two and a Half Staves the Lich Hero level 31
50th Regrowth 123rd year of Ascendancy at 07:10 see stats
By Two and a Half Staves the Ogre Hero level 13
19th Dusk 122nd year of Ascendancy at 01:20 see stats
By Two and a Half Staves the Lich Hero level 35
77th Regrowth 123rd year of Ascendancy at 21:45 see stats
By Two and a Half Staves the Lich Hero level 50
78th Haze 123rd year of Ascendancy at 07:51 see stats
By Two and a Half Staves the Ogre Hero level 8
3rd Mirth 122nd year of Ascendancy at 22:20 see stats
By Two and a Half Staves the Lich Hero level 26
21st Regrowth 123rd year of Ascendancy at 19:52 see stats
By Two and a Half Staves the Ogre Hero level 22
1st Allure 123rd year of Ascendancy at 23:29 see stats
By Two and a Half Staves the Lich Hero level 46
62nd Dusk 123rd year of Ascendancy at 03:55 see stats
By Two and a Half Staves the Ogre Hero level 12
11st Dusk 122nd year of Ascendancy at 18:02 see stats
By Two and a Half Staves the Lich Hero level 40
64th Pyre 123rd year of Ascendancy at 09:13 see stats
By Two and a Half Staves the Lich Hero level 29
44th Regrowth 123rd year of Ascendancy at 09:57 see stats
By Two and a Half Staves the Ogre Hero level 18
65th Dusk 122nd year of Ascendancy at 00:22 see stats
By Two and a Half Staves the Lich Hero level 32
52nd Regrowth 123rd year of Ascendancy at 12:31 see stats
Log
There is an item here: Piercing Gaze (5 def, 25 armour, 180 block)
Two and a Half Staves picks up (w.): Piercing Gaze (5 def, 25 armour, 180 block).
There is an item here: Wanderer's Rest (4 def, 0 armour)
There is an item here: pair of dwarven-steel boots 'Belylar' (14 def, 4 armour)
Ran for 2 turns (stop reason: object seen).
You transfer Piercing Gaze (5 def, 25 armour, 180 block) to the online item's vault.
Saving done.
Saving game...
Saving done.
Two and a Half Staves deactivates Shielding.
Two and a Half Staves deactivates Arcane Shield.
Two and a Half Staves deactivates Arcane Combat.
Two and a Half Staves deactivates Chant of Fortitude.
Two and a Half Staves deactivates Blurred Mortality.
Two and a Half Staves deactivates Kinetic Shield.
Two and a Half Staves deactivates Arcane Feed.
Two and a Half Staves deactivates Overkill.
Two and a Half Staves deactivates Blood Fury.
Two and a Half Staves deactivates Elemental Discord.
Two and a Half Staves deactivates Share the Pain.
Two and a Half Staves deactivates Charged Shield.
Two and a Half Staves deactivates Willful Tormenter.
Two and a Half Staves deactivates Blood Spear.
Two and a Half Staves deactivates Righteous Strength.
Two and a Half Staves deactivates Beyond the Flesh.