Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Store Wish List 1.1.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's UI Modifications 1.2.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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. Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 45 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 16 on the 53rd Regrowth 123rd year of Ascendancy at 05:08 0 / 9Killed by Burb the snow giant champion at level 16 on the 53rd Regrowth 123rd year of Ascendancy at 16:21 Killed by Weirdling Beast at level 19 on the 18th Pyre 123rd year of Ascendancy at 11:27 Killed by Ivadagavea the skeleton master archer at level 20 on the 38th Pyre 123rd year of Ascendancy at 05:25 Killed by Yvorerin the naga myrmidon at level 32 on the 30th Regrowth 124th year of Ascendancy at 17:22 Killed by Lisyriarin the naga myrmidon at level 39 on the 62nd Haze 124th year of Ascendancy at 10:52 Killed by Lily at level 43 on the 24th Pyre 125th year of Ascendancy at 07:05 Killed by champion of Urh'Rok at level 44 on the 30th Pyre 125th year of Ascendancy at 23:56 Killed by Lily at level 45 on the 41st Pyre 125th year of Ascendancy at 10:33 |
Primary Stats
| Strength | 50 (base 19) |
| Dexterity | 42 (base 7) |
| Constitution | 28 (base 13) |
| Magic | 85 (base 63) |
| Willpower | 76 (base 54) |
| Cunning | 112 (base 65) |
Resources
| Life | -138/1512 |
| Mana | 558/604 |
| Stamina | 344/357 |
| Positive | 159/162 |
| Healing Factor | 1.45 |
| Regeneration | 6.4525 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -9 |
| Infravision | 11 |
| See Invisible | 27 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 58 |
| Crit Chance | 99% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 74.869614015182 |
| Crit Chance | 85% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 62.25 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| All | +20% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 37.1 |
| Ranged Defense | 41.4 |
| Fatigue | 26 |
| Physical Save | 59.885790046746 |
| Spell Save | 68.676842535059 |
| Mental Save | 63.7 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 183.75 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 156.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 57. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 413 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Crystalline Focus |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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 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 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | 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 Magic by +2. | 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 talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 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 temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)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. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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: 1008. | 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, Marus of Elvala 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the 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. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of focus 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 brawn. 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 failed to protect her when escorting her out of the crypt. | failed |
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 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | burglar's alchemist's lamp of corpselight burglar's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +7% blight / +6% darkness Spellpower: +4 Spell crit. chance: +3% Light radius: -7 Infravision radius: +9 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 28 blight damage or heals 32 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 278.13 fire and 254.29 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On hands | Cyredherima the voratun gauntlets (0 def, 3 armour) Cyredherima the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Damage (Melee): 15 blight Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +10% blight / +9% mind Changes damage: +11% blight Talent mastery: +0.20 Technique / Grappling Critical mult.: +14.00% Trap disarming bonus: +25 Physical save: +3 Silence immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +15% Spell crit. chance: +14% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +15 blight Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dragonbone wand of clairvoyance [power 14] (6 cooldown) dragonbone wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Physical power: +13 Changes stats: +7 Str / +6 Dex / +10 Cun / +10 Con Changes resistances: +5% arcane Changes damage: +6% arcane Life regen: +1.30 Maximum life: +74.00 Infravision radius: +2 Healing mod.: +15% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Adagawyn the stralite ring Adagawyn the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +17 Changes stats: +1 Wil Changes resistances penetration: +5% arcane / +5% blight Changes damage: +8% all Only die when reaching: -60.00 life Spellpower: +12 Mindpower: +15 Rings can have magical properties. |
| Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
| In main hand | magewarrior's short dragonbone starstaff of channeling (30-36 power, 6 apr, physical element) magewarrior's short dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 Physical crit. chance: +8.0% Physical power: +9 Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +9.00% Mana each turn: +0.32 Spellpower: +30 Spell crit. chance: +8% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Critical Success Critical SuccessInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 8 acid Changes stats: +7 Str / +13 Dex / +6 Wil / +13 Cun Critical mult.: +14.00% Physical save: +34 Spell save: +20 Mental save: +29 Mindpower: +16 Mental crit. chance: +13% Heals friendly targets nearby when you use a nature summon: +40 A belt that goes around your waist. |
| In off hand | living stralite shield of resistance (10 def, 2 armour, 44.5 dam, 133.5 block) living stralite shield of resistance (10 def, 2 armour, 44.5 dam, 133.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +134 Damage (Melee): +14 nature When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when hit (Melee): 10 nature Changes resistances: +11% acid / +11% fire / +14% blight / +7% cold / +16% nature / +8% lightning Talent granted: +4 Block Maximum life: +87.00 Handheld deflection devices. |
| Cloak | Cloak of Deception (3 def, 12 armour) Cloak of Deception (3 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 Changes stats: +4 Wil Changes resistances: +20% blight / +26% cold / +20% nature / +23% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +15% arcane Stealth bonus: +25 Spell save: +21 Mental save: +15 Life regen: +2.90 Mana each turn: +0.12 Spell crit. chance: +1% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 291.02 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Elixir of Mysticism Elixir of MysticismInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your magic and willpower by three. A vial of glowing cyan fluid. |
regeneration infusion of the titan (heal 363 over 5 turns) regeneration infusion of the titan (heal 363 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (97 acid damage; dur 5; apply 21) =CD22= acid wave rune (97 acid damage; dur 5; apply 21) =CD22=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 97.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (172 cold damage; 57 apply power) =CD16= biting gale rune of the psychic (172 cold damage; 57 apply power) =CD16=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 171.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 57. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (127 cold damage; 37 apply power) =CD15]= biting gale rune of the titan (127 cold damage; 37 apply power) =CD15]=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 37. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (198 fire damage) =CD14= heat beam rune (198 fire damage) =CD14=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 197.75 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (168 fire damage) =CD14= heat beam rune (168 fire damage) =CD14=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 168.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 51) =CD14= teleportation rune (range 51) =CD14=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 93)teleportation rune (range 93) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 80) =CD14= teleportation rune of the duelist (range 80) =CD14=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (290 lightning damage) lightning rune of the duelist (290 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 96.64 to 289.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (446 lightning damage) =CD16= lightning rune of the psychic (446 lightning damage) =CD16=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 148.72 to 446.16 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Islabeth the steel amulet Islabeth the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% lightning Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +24% Infravision radius: +1 Damage Shield penetration: +20% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
insulating gold amulet of dexterity (+2) insulating gold amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% cold / +11% fire Amulets can have magical properties. |
stabilizing gold amulet of constitution (+3) stabilizing gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% temporal Pinning immunity: +25% Knockback immunity: +25% Amulets can have magical properties. |
wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +5 Cun / +6 Con Blindness immunity: +27% Life regen: +0.70 Stamina each turn: +0.70 Infravision radius: +7 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets can have magical properties. |
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. |
titan's copper ring of sensing =+3Con= titan's copper ring of sensing =+3Con=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Blindness immunity: +23% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
titan's steel ring of lightning (+22%) titan's steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 Rings can have magical properties. |
gold ring 'Daimiderek' =Cold Res+30= gold ring 'Daimiderek' =Cold Res+30=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Wil Changes resistances: +30% cold Changes damage: +15% cold Equilibrium when hit: +0.08 Maximum psi: +10.00 Rings can have magical properties. |
marksman's gold ring of blight (+13%) marksman's gold ring of blight (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +13% blight Changes damage: +13% blight Rings can have magical properties. |
painweaver's gold ring of misery painweaver's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Effects on melee hit: * 14% chance to cause random insanity Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random insanity Damage (Ranged): 12 bleed Changes stats: +4 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +9 Mindpower: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
wizard's gold ring of time (+12%) wizard's gold ring of time (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +12% temporal Changes damage: +12% temporal Spell save: +8 Rings can have magical properties. |
stralite ring 'Deepsstoker' =Dark Res= stralite ring 'Deepsstoker' =Dark Res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 Damage when hit (Melee): 4 darkness Changes stats: +5 Dex Changes resistances: +18% darkness Changes resistances penetration: +5% darkness Rings can have magical properties. |
rogue's voratun ring of light (+38%) rogue's voratun ring of light (+38%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +38% light Changes damage: +19% light Rings can have magical properties. |
warrior's voratun ring of lightning (+28%) warrior's voratun ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +28% lightning Changes damage: +14% lightning Rings can have magical properties. |
Yarirath (16-17.6 power, 40 apr, mind damage) =Transfer!= Yarirath (16-17.6 power, 40 apr, mind damage) =Transfer!=Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * Slows global speed by 10% Damage when hit (Melee): 17 lightning / 20 fire Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +6 Cun / +4 Con Changes resistances: +9% lightning / +18% fire Changes resistances penetration: +19% lightning / +19% fire Changes damage: +20% lightning / +10% fire / +9% nature Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +5 Mental crit. chance: +5% Global speed: +5% Heals friendly targets nearby when you use a nature summon: +20 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. |
dreamer's living mindstar of frost (15-16.5 power, 40 apr, nature damage) dreamer's living mindstar of frost (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +14% mind / +12% cold Changes resistances penetration: +10% cold Changes damage: +12% cold Mental save: +6 Maximum psi: +18.00 Mindpower: +5 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. |
dreamer's living mindstar of frost (15.5-17.05 power, 40 apr, nature damage) dreamer's living mindstar of frost (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 17 ice Changes resistances: +12% mind / +12% cold Changes resistances penetration: +15% cold Changes damage: +17% cold Mental save: +4 Maximum psi: +33.00 Mindpower: +5 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. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% physical Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% The top part of Telos' broken staff. |
Voreldawe the voratun greatsword (60-96 power, 4 apr) Voreldawe the voratun greatsword (60-96 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +27 mind Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +17 Defense: +21 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +1 Con Changes damage: +9% temporal Grants telepathy: Humanoid/Orc See invisible: +6 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of the deep (5 def, 15 armour)fortifying voratun mail armour of the deep (5 def, 15 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 Fatigue: +16% Changes stats: +6 Str / +6 Con Changes resistances: +12% acid / +11% cold Allows you to breathe in: water Maximum life: +72.00 A suit of armour made of mail. |
Shieldsmaiden (5 def, 20 armour, 48 dam, 150 block) Shieldsmaiden (5 def, 20 armour, 48 dam, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 Ranged Defense: +12 Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots of disengagement (0 def, 5 armour)dreamer's pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Physical save: +12 Spell save: +12 Mental save: +11 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour) heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 9 arcane Changes stats: +6 Wil / +5 Mag Changes resistances: +5% arcane Mental save: +8 Maximum life: +45.00 When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +7 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour) augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con / +1 Mag Changes damage: +8% acid / +5% cold / +6% fire / +15% arcane / +6% lightning It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area, costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level. catburglar's drakeskin leather cap of the depths (0 def, 5 armour)catburglar's drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex Changes resistances: +16% darkness / +22% cold Allows you to breathe in: water Infravision radius: +7 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fire opalfire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
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. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 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 4, doing 43.85 cold damage and 58.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Hanagund (dig speed 6 turns) =Shield&Phys penetration= Hanagund (dig speed 6 turns) =Shield&Phys penetration=Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Str Changes resistances penetration: +25% physical Changes damage: +9% mind / +3% arcane Spell crit. chance: +2% Infravision radius: +2 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Emabeth' (dig speed 8 turns) dwarven-steel pickaxe 'Emabeth' (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 Armour: +4 Defense: +7 Fatigue: -7% Changes stats: +6 Str / +1 Dex / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% physical Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Light radius: +1 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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 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. |
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 Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
quick dwarven-steel torque of psychoportation [power 26] (21 cooldown) quick dwarven-steel torque of psychoportation [power 26] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 26), placing all other charms into a 21 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. telekinetic voratun torque of thermal psionic shield [power 163] (20 cooldown)telekinetic voratun torque of thermal psionic shield [power 163] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 163 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
forceful elm totem of healing [power 77] (20 cooldown) forceful elm totem of healing [power 77] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal the target for 77, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Bethuvea [power 4] (10 cooldown) Bethuvea [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
volcanic elven-wood wand of trap destruction [power 84] (15 cooldown) volcanic elven-wood wand of trap destruction [power 84] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to try to disarm traps in a line (disarm power 84), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Lily the Skeleton Arcane Blade level 29
37th Haze 123rd year of Ascendancy at 06:31 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lily the Skeleton Arcane Blade level 19
18th Pyre 123rd year of Ascendancy at 14:19 see stats
Against all odds
Killed Ukruk in the ambush.By Lily the Skeleton Arcane Blade level 29
35th Haze 123rd year of Ascendancy at 12:15 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Lily the Skeleton Arcane Blade level 24
24th Dusk 123rd year of Ascendancy at 18:30 see stats
Arachnophobia
Destroyed the spydric menace.By Lily the Skeleton Arcane Blade level 32
13rd Regrowth 124th year of Ascendancy at 08:13 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Lily the Skeleton Arcane Blade level 38
34th Haze 124th year of Ascendancy at 22:05 see stats
Brave new world
Went to the Far East and took part in the war.By Lily the Skeleton Arcane Blade level 31
7th Regrowth 124th year of Ascendancy at 23:03 see stats
Bringer of Doom
Killed a Bringer of Doom.By Lily the Skeleton Arcane Blade level 21
43rd Pyre 123rd year of Ascendancy at 01:11 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Lily the Skeleton Arcane Blade level 26
60th Dusk 123rd year of Ascendancy at 15:01 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lily the Skeleton Arcane Blade level 12
1st Time of Equilibrium 122nd year of Ascendancy at 18:19 see stats
Destroyer of the creation
Killed Slasul.By Lily the Skeleton Arcane Blade level 32
35th Regrowth 124th year of Ascendancy at 15:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Lily the Skeleton Arcane Blade level 30
3rd Regrowth 124th year of Ascendancy at 00:18 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Lily the Skeleton Arcane Blade level 26
76th Dusk 123rd year of Ascendancy at 20:37 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Lily the Skeleton Arcane Blade level 16
53rd Regrowth 123rd year of Ascendancy at 13:15 see stats
Exterminator
Killed 1000 creatures.By Lily the Skeleton Arcane Blade level 15
9th Regrowth 123rd year of Ascendancy at 15:31 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lily the Skeleton Arcane Blade level 21
54th Pyre 123rd year of Ascendancy at 05:53 see stats
Fear me not!
Survived the Fearscape!By Lily the Skeleton Arcane Blade level 23
5th Mirth 123rd year of Ascendancy at 01:56 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Lily the Skeleton Arcane Blade level 43
26th Pyre 125th year of Ascendancy at 05:28 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Lily the Skeleton Arcane Blade level 33
36th Regrowth 124th year of Ascendancy at 01:33 see stats
Guiding Hand
Saved all escorted adventurers.By Lily the Skeleton Arcane Blade level 30
8th Decay 123rd year of Ascendancy at 22:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lily the Skeleton Arcane Blade level 19
18th Pyre 123rd year of Ascendancy at 13:35 see stats
I'm a cool hero
Saved Derth without a single inhabitant dying.By Lily the Skeleton Arcane Blade level 14
10th Decay 122nd year of Ascendancy at 04:53 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Lily the Skeleton Arcane Blade level 39
62nd Haze 124th year of Ascendancy at 12:49 see stats
Level 10
Got a character to level 10.By Lily the Skeleton Arcane Blade level 10
37th Dusk 122nd year of Ascendancy at 19:50 see stats
Level 20
Got a character to level 20.By Lily the Skeleton Arcane Blade level 20
34th Pyre 123rd year of Ascendancy at 11:56 see stats
Level 30
Got a character to level 30.By Lily the Skeleton Arcane Blade level 30
66th Haze 123rd year of Ascendancy at 07:47 see stats
Level 40
Got a character to level 40.By Lily the Skeleton Arcane Blade level 40
64th Haze 124th year of Ascendancy at 02:23 see stats
Orcrist
Killed the leaders of the Orc Pride.By Lily the Skeleton Arcane Blade level 43
11st Pyre 125th year of Ascendancy at 21:14 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Lily the Skeleton Arcane Blade level 40
69th Haze 124th year of Ascendancy at 08:32 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lily the Skeleton Arcane Blade level 12
41st Haze 122nd year of Ascendancy at 01:20 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Lily the Skeleton Arcane Blade level 22
66th Pyre 123rd year of Ascendancy at 13:01 see stats
Sheer Badassery!
Demonstrate your epic badassness to at least 100 foes!By Lily the Skeleton Arcane Blade level 26
60th Dusk 123rd year of Ascendancy at 03:35 see stats
Size matters
Did over 600 damage in one attack.By Lily the Skeleton Arcane Blade level 34
43rd Regrowth 124th year of Ascendancy at 05:23 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Lily the Skeleton Arcane Blade level 31
3rd Regrowth 124th year of Ascendancy at 07:50 see stats
The Arena
Unlocked Arena mode.By Lily the Skeleton Arcane Blade level 8
5th Dusk 122nd year of Ascendancy at 07:45 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Lily the Skeleton Arcane Blade level 19
18th Pyre 123rd year of Ascendancy at 14:19 see stats
The Old Ones
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Lily the Skeleton Arcane Blade level 33
36th Regrowth 124th year of Ascendancy at 01:36 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lily the Skeleton Arcane Blade level 24
28th Dusk 123rd year of Ascendancy at 07:56 see stats
The secret city
Discovered the truth about mages.By Lily the Skeleton Arcane Blade level 8
8th Dusk 122nd year of Ascendancy at 13:45 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Lily the Skeleton Arcane Blade level 34
40th Pyre 124th year of Ascendancy at 10:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Lily the Skeleton Arcane Blade level 16
44th Regrowth 123rd year of Ascendancy at 21:31 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Lily the Skeleton Arcane Blade level 34
42nd Regrowth 124th year of Ascendancy at 22:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lily the Skeleton Arcane Blade level 19
18th Pyre 123rd year of Ascendancy at 13:44 see stats
Unstoppable
Returned from the dead.By Lily the Skeleton Arcane Blade level 44
30th Pyre 125th year of Ascendancy at 23:56 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Lily the Skeleton Arcane Blade level 28
35th Haze 123rd year of Ascendancy at 00:12 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Lily the Skeleton Arcane Blade level 23
78th Pyre 123rd year of Ascendancy at 23:57 see stats
Log
Orc berserker is on fire!
Lily is not dazed anymore.
Lily uses Dirty Fighting.
Lily performs a melee critical strike against Orc berserker!
Lily casts Earthen Missiles.
Lily's spell attains critical power!
Lily's spell attains critical power!
Lily performs a melee critical strike against Orc berserker!
Orc berserker's armor corrodes!
Lily casts Earthen Missiles.
Lily's spell attains critical power!
Lily's spell attains critical power!
Lily's spell attains critical power!
Lily casts Soul Rot.
Lily's spell attains critical power!
You collect a new ingredient: orc heart.
Orc berserker resists the stun and Lily quickly regains its footing!
Lily hits Orc berserker for 109 physical, 113 fire, 42 blight, 40 light, 563 fire, 305 physical, 52 fire, 20 blight, 19 light, 20 blight, 211 arcane (1493 total damage).
Lily killed Orc berserker!
Lily picks up (U.): fire opal.
You pickup 3.15 gold pieces.
Your shield crumbles under the damage!
The shield around Lily crumbles.
Lily's Soul Rot hits Lily for (295 absorbed), 0 blight (0 total damage).
Lily's Earthen Missiles hits Lily for (75 absorbed), 235 physical, 52 physical (287 total damage).
Lily's Earthen Missiles hits Lily for 150 physical, 25 physical (175 total damage).
Lily's Earthen Missiles hits Lily for (310 absorbed), 0 physical, (52 absorbed), 0 physical (0 total damage).
Lily's Earthen Missiles hits Lily for 310 physical, 52 physical (362 total damage).
Lily's Earthen Missiles hits Lily for 310 physical, 52 physical (362 total damage).
Saving game...
