Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Weapons Pack 1.1.5This 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. Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 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. Turtle race 1.1.5This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.1.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.1 1.1.0Plenum 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. ZOmnibus Addon Pack 1.0.6Combines 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: Doctornull's Class Pack 1.1.6This 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. New Gem Types 1.1.6Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.1.2Donators/Buyers bonus! Conveyance Reward 1.1.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Midnight 1.1.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. magebow class v17 1.1.5Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. More Taints 1.1.5Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: More Tales 1.1.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. The lost city of Vulcus (1.1a) 1.1.1The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Necromancy+ 1.1.5Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Hedgeknight Class 1.1.5They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Arcanum Class Pack 1.1.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 46 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 20 on the 4th Shortage 122nd year of Ascendancy at 05:50 0 / 9Killed by elven tempest at level 24 on the 18th Steel 123rd year of Ascendancy at 11:54 Killed by elven blood mage at level 24 on the 18th Steel 123rd year of Ascendancy at 15:13 Killed by worm that walks at level 26 on the 28th Stralite 123rd year of Ascendancy at 12:27 Killed by barrow wight at level 29 on the 19th Voratun 123rd year of Ascendancy at 18:47 Killed by Elandar at level 46 on the 32nd Stralite 124th year of Ascendancy at 20:21 Killed by Elandar at level 46 on the 33rd Stralite 124th year of Ascendancy at 02:19 Killed by Elandar at level 46 on the 33rd Stralite 124th year of Ascendancy at 07:21 Killed by Argoniel at level 46 on the 33rd Stralite 124th year of Ascendancy at 14:10 |
Primary Stats
| Strength | 34 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 83 (base 60) |
| Magic | 95 (base 60) |
| Willpower | 76 (base 59) |
| Cunning | 34 (base 11) |
Resources
| Life | -288/1334 |
| Mana | 205/205 |
| Souls | 16/16 |
| Healing Factor | 1.4945945781872 |
| Regeneration | 15.831778690192 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 10 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 5 |
| Accuracy | 10 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69.25 |
| Crit Chance | 40% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 43.6 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Blight | +22% |
| Physical | +10% |
| Cold | +42% |
| All | +2% |
| Darkness | +65% |
| Light | +22% |
| Arcane | +37% |
| Nature | +10% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | -4.0589325912552 (40%) |
| Defense | 23.625 |
| Ranged Defense | 23.625 |
| Fatigue | 10 |
| Physical Save | 54.141666666667 |
| Spell Save | 60.08125 |
| Mental Save | 53.658333333333 |
Defense: Resistances
| Acid | + 8%( 85%) |
| Physical | + 16%( 85%) |
| Cold | + 37%( 85%) |
| All | -8%( 85%) |
| Lightning | + 14%( 85%) |
| Light | + 8%( 85%) |
| Darkness | + 27%( 85%) |
| Arcane | + 5%( 85%) |
| Fire | + 45%( 85%) |
| Nature | + 3%( 85%) |
Defense: Immunities
| Stun Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Pinning Resistance | 34% |
| Disarm Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 378 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1156% over 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Charnel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced necrotic minions | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Dead secrets | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Meat Shield |
| talent | Arcane Shield |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Soulwinds |
| talent | Premonition |
| talent | Shielding |
| talent | Animus Hoarder |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 10. Spellsurge |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 63.87 fire damage, and talent cooldowns are increased by 62% plus 1 turn. Burning Hex |
| beneficial effect | Reduces fire damage received by 31%. Premonition Shield |
| detrimental effect | The target is on fire, taking 33.58 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target's armour is broken, reducing it by 37. Sunder Armour |
| beneficial effect | The target is recovering 10 life each turn and its healing modifier has been increased by 19%. Recovery |
| beneficial effect | The target's armour and physical damage resistance is increased by 10%. Meat Shielded |
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 |
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 encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 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 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by slimy ooze. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 829. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed bloated horror heart. * You've found the needed ritch stinger. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 too late. The place has been drained of its power and the sorcerers have left. 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 within2 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | reinforced pair of drakeskin leather boots of speed (0 def, 12 armour) reinforced pair of drakeskin leather boots of speed (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes resistances: +8% fire / +12% cold / +10% lightning / +15% acid Movement speed: +20% A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the moons ethereal alchemist's lamp of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +6% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Spellpower: +6 Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.4 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 320.49 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Morningwilder' (0 def, 5 armour) drakeskin leather cap 'Morningwilder' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +1 Dex / +2 Mag / +4 Wil / +6 Cun / +10 Con Changes resistances: +9% light Mindpower: +4 A cap made of leather. |
| On hands | heroic hardened leather gloves of the juggernaut (0 def, 6 armour) heroic hardened leather gloves of the juggernaut (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +1 Con Physical save: +12 Spell save: +4 Mental save: +13 Maximum life: +63.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
| On fingers | 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. |
| On fingers | Ce'Nenor Ce'NenorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances: +2% physical Disarm immunity: +34% Pinning immunity: +34% Knockback immunity: +35% Life regen: +0.60 Maximum life: +46.00 Healing mod.: +10% 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 | Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% arcane / +20% cold / +20% light Mental save: +8 Vim when firing critical spell: +4.00 Spellpower: +30 Spell crit. chance: +15% The top part of Telos's broken staff. |
| Around waist | Binding of the Elements Binding of the ElementsPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour Hardiness: +10% Defense: +10 Changes resistances: +10% physical / +10% fire / +10% cold / +10% lightning Damage affinity(heal): +10% physical / +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Spell / Elemental fusion It can be used to activate talent Bind Elemental (costing 30 power out of 40/40) : Effective talent level: 4.0 Power cost: 30 out of 40/40. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Binds an elemental into your control, giving you full control over its actions for 11 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. |
| In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Accuracy bonus: +4.0% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% blight / +20% darkness / +20% acid Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +50.00 Maximum vim: +25.00 Spell crit. chance: +8% The bottom part of Telos's broken staff. |
| Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +8 Mag Changes resistances: +12% darkness / +12% arcane Changes damage: +15% darkness / +15% arcane Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 153.31 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | The Turtle Lich's Robe (0 def, 0 armour) The Turtle Lich's Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Con Changes resistances: +12% all Changes damage: +20% darkness / +20% cold Physical save: +35 Spell save: +35 A pitch-black robe. It smells oddly of a swamp, and was once owned by the first known TurtleLich, Taelzen. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 365 over 5 turns)regeneration infusion (heal 365 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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (1077% speed; 9 turns)movement infusion (1077% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 10; power 29; dur 6)phase door rune (range 10; power 29; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 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 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
shielding rune (absorb 246 for 5 turns) shielding rune (absorb 246 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 246 damage for 5 turns. 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 |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
LOOK AT THIS THING ROUND MY NECK LOOK AT THIS THING ROUND MY NECKCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 Armour penetration: +16 Physical crit. chance: +12.0% Physical power: +4 Fatigue: -6% Changes stats: +1 Str / +3 Dex / +7 Cun Changes resistances penetration: +9% mind Changes damage: +3% physical / +8% mind / +15% darkness Talent mastery: +0.40 Spell / Necrosis Critical mult.: +40.00% Life regen: +0.40 Stamina when hit: +2.10 Mana when hit: +4.30 Equilibrium when hit: +2.20 Psi when hit: +2.20 Hate when hit: +0.20 It can be used to forces nearby enemies to attack you (rad 15), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. mindweaver's voratun amuletmindweaver's voratun amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +15 Confusion immunity: +20% Mindpower: +13 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. vitalizing voratun amulet of visionvitalizing voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +17 Blindness immunity: +27% Life regen: +2.70 Maximum life: +61.00 Infravision radius: +9 Sight radius: +2 See invisible: +9 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 to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
This item will automatically be transmogrified when you leave the level. thunderous voratun dagger of vileness (36-46.8 power, 9 apr)thunderous voratun dagger of vileness (36-46.8 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 blight Burst (radius 2) on crit: +13 infective blight Damage conversion: 36% lightning When wielded/worn: Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger (38-49.4 power, 9 apr)warbringer's voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +10 Changes stats: +4 Con Changes resistances penetration: +11% physical Disarm immunity: +11% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun greatmaul of the mystic (66-99 power, 4 apr)quick voratun greatmaul of the mystic (66-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +14 Changes stats: +6 Dex / +5 Mag / +6 Wil Spellpower: +16 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. Witch-Bane (42-58.8 power, 4 apr)Witch-Bane (42-58.8 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +50 manaburn arcane When wielded/worn: Changes resistances: -10% physical / +10% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
This item will automatically be transmogrified when you leave the level. resonating living mindstar of slime (16-17.6 power, 40 apr, mind damage)resonating living mindstar of slime (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 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: Damage when the wearer is hit: 4 nature slow Changes resistances: +7% mind Changes resistances penetration: +6% mind Changes damage: +7% mind / +7% nature Psi when hit: +1.80 Mindpower: +5 Mental crit. chance: +5% Damage Resonance (when hit): +12% It can be used to completes a psionic powered mindstar set, placing all other charms into a 20 cooldown. 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. |
This item will automatically be transmogrified when you leave the level. voratun rapier of ruin (41.5-53.95 power, 6 apr)voratun rapier of ruin (41.5-53.95 power, 6 apr) Requires: - Strength 38 - Dexterity 38 Alternately Requires: - Cunning 38 - Dexterity 38 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 5 Base power: 41.5 - 54.0 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Critical mult.: +20.00% A light sword. |
magelord's elven-wood starstaff of blood (34-40.8 power, 5 apr, darkness damage) magelord's elven-wood starstaff of blood (34-40.8 power, 5 apr, darkness damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 100% Mag Damage type: Darkness Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +11 draining blight When wielded/worn: Physical crit. chance: +10.0% Damage when the wearer hits(melee): 26 arcane Changes damage: +34% darkness Talent granted: +1 Command Staff Maximum mana: +54.00 Spellpower: +21 Spell crit. chance: +4% Life leech chance: +9% Life leech: +12% Staves designed for wielders of magic, by the greats of the art. |
Baleroddathel the Cloudswift (30-36 power, 6 apr, darkness damage) Baleroddathel the Cloudswift (30-36 power, 6 apr, darkness 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: Darkness Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 lightning / +4 lightning Damage conversion: 10% fire When wielded/worn: Armour: +8 Armour Hardiness: +12% Changes resistances penetration: +15% lightning Changes damage: +30% darkness / +6% blight Talent granted: +1 Command Staff Physical save: +10 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +180.00 Spellpower: +15 Spell crit. chance: +6% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Forestworm' (42-50.4 power, 6 apr, acid damage) dragonbone vilestaff 'Forestworm' (42-50.4 power, 6 apr, acid damage)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Acid Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 10% nature When wielded/worn: Accuracy: +13 Physical crit. chance: +10.0% Physical power: +15 Armour: +12 Defense: +27 Changes stats: +5 Wil Damage when the wearer hits(melee): 2 blight / 19 silence / 20 blinding light Damage when the wearer is hit: 4 nature / 4 arcane Maximum wards: +3 acid Changes damage: +30% acid Talents granted: +1 Command Staff +5 Ward Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +23 Spell crit. chance: +15% Light radius: +5 Resist all after a teleport: +2% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff of greater warding (30-36 power, 6 apr, fire damage)infernal dragonbone vilestaff of greater warding (30-36 power, 6 apr, fire damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +10 Damage when the wearer hits(melee): 24 shadowflame Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +1 Command Staff +5 Ward Critical mult.: +33.00% Spellpower: +24 Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone magestaff (30-36 power, 6 apr, lightning damage)lifebinding dragonbone magestaff (30-36 power, 6 apr, lightning damage) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Lightning Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Life regen: +1.50 Spellpower: +22 Spell crit. chance: +5% Healing mod.: +24% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. caustic orichalcum trident of ruin (53.5-85.6 power, 16 apr)caustic orichalcum trident of ruin (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% acid blind When wielded/worn: Armour penetration: +15 Physical crit. chance: +18.0% Changes resistances penetration: +17% acid Critical mult.: +15.00% Life regen: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. drakeskin leather slingdrakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of psychokinesis (14/14, 54-75.6 power, 18 apr)quiver of dragonbone arrows of psychokinesis (14/14, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +17 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. skylord's drakeskin leather belt of mageryskylord's drakeskin leather belt of magery Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Mag / +11 Wil / +5 Cun Physical save: +17 Spell save: +14 Mental save: +14 Spell crit. chance: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blood-etched voratun bucklerblood-etched voratun buckler Requires: - Strength 38 - Dexterity 38 Alternately Requires: - Cunning 38 - Dexterity 38 Infused by nature 3.00 Encumbrance. Type: armor / buckler ; tier 5 When wielded/worn: Physical crit. chance: +7.5% Defense: +12 Fatigue: +7% Changes stats: +6 Con Talent granted: +5 Guard Life regen: +2.70 Healing mod.: +15% Small handheld shield used for deflecting blows and misdirecting opponents. |
Zanuldil the cashmere cloak (2 def, 0 armour) Zanuldil the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Talent mastery: +0.20 Technique / Arcane arts Spell save: +25 Blindness immunity: +50% Spellpower: +30 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. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour: +6 Changes stats: +2 Cun Changes resistances: +7% darkness Mental save: +6 Maximum life: +47.00 Infravision radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. umbral voratun gauntlets of magic (+6) (0 def, 3 armour)umbral voratun gauntlets of magic (+6) (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Damage when the wearer hits(melee): 13 darkness Changes resistances: +9% darkness Changes damage: +8% arcane / +7% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour) aegis cashmere wizard hat of decomposition (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +3% fire / +3% cold / +3% lightning / +5% acid / +5% nature / +5% blight / +5% light / +4% darkness / +3% temporal Talent mastery: +0.21 Spell / Aegis Life regen: +2.60 Maximum life: +37.00 A pointy cloth hat, very wizardly... |
Gorasus the elven-silk wizard hat (3 def, 0 armour) Gorasus the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +3 Dex / +7 Mag / +9 Con Changes resistances: +20% mind Changes damage: +15% arcane / +20% mind / +6% temporal Psi each turn: +0.40 Mindpower: +5 Mental crit. chance: +4% See invisible: +3 It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.0 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 28 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... |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of command (16 def, 18 armour)fortifying voratun mail armour of command (16 def, 18 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +16 Fatigue: +16% Changes stats: +6 Str / +4 Cun / +6 Con Mental save: +13 Maximum life: +75.00 A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Changes stats: +5 Dex / +5 Mag / +5 Cun Damage when the wearer is hit: 15 darkness / 15 cold Changes resistances: +30% cold / +30% darkness / +30% temporal Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of command (19 def, 37 armour)impenetrable voratun plate armour of command (19 def, 37 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +37 Defense: +19 Fatigue: +26% Changes stats: +4 Cun Mental save: +20 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. living voratun shield of harmony (12 def, 3 armour, 199.5 block)living voratun shield of harmony (12 def, 3 armour, 199.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 15 nature Changes resistances: +14% nature / +18% blight Talent mastery: +0.40 Wild-gift / Harmony Talent granted: +5 Block Maximum life: +95.00 Healing mod.: +19% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 31 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
5 obsidian 5 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 kunzite 6 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 black pearl 5 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
6 enormous geode 6 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 tanzanite 3 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / yellow ; 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Spell save: +10 Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
180 alchemist agate 180 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 249.36 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
bright dwarven lantern of the moons bright dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +11% light Changes damage: +9% darkness Damage affinity(heal): +5% darkness Light radius: +7 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.4 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 320.49 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Chythel the Singepride (dig speed 12 turns) Chythel the Singepride (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Dex Changes resistances: +18% fire / +6% cold / +10% darkness Knockback immunity: +5% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. dream-smith's voratun pickaxe (dig speed 11 turns)dream-smith's voratun pickaxe (dig speed 11 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Damage when the wearer hits(melee): 13 dreamforge Changes damage: +10% mind / +13% fire Mental save: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
This item will automatically be transmogrified when you leave the level. quiet voratun torque of charged psionic shield [power 173] (20 cooldown)quiet voratun torque of charged psionic shield [power 173] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all lightning and blight damage by 173 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
shadowy ash wand of conjuration [power 175] (6 cooldown) shadowy ash wand of conjuration [power 175] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 88-175), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 3 negative energy. 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 DAT DEAD DWARF the Dwarf Necromancer level 29
13rd Voratun 123rd year of Ascendancy at 15:32 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By DAT DEAD DWARF the Lich Necromancer level 38
1st Steel 124th year of Ascendancy at 00:01 see stats
Against all odds
Killed Ukruk in the ambush.By DAT DEAD DWARF the Dwarf Necromancer level 29
39th Stralite 123rd year of Ascendancy at 00:58 see stats
Arachnophobia
Destroyed the spydric menace.By DAT DEAD DWARF the Lich Necromancer level 32
17th Wealth 123rd year of Ascendancy at 23:13 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By DAT DEAD DWARF the Lich Necromancer level 33
24th Wealth 123rd year of Ascendancy at 12:57 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By DAT DEAD DWARF the Lich Necromancer level 36
15th Iron 124th year of Ascendancy at 15:55 see stats
Brave new world
Went to the Far East and took part in the war.By DAT DEAD DWARF the Lich Necromancer level 31
13rd Wealth 123rd year of Ascendancy at 10:06 see stats
Clone War
Destroyed your own Shade.By DAT DEAD DWARF the Lich Necromancer level 33
24th Dearth 123rd year of Ascendancy at 01:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By DAT DEAD DWARF the Dwarf Necromancer level 16
19th Dearth 122nd year of Ascendancy at 16:03 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By DAT DEAD DWARF the Lich Necromancer level 39
24th Steel 124th year of Ascendancy at 21:15 see stats
Destroyer of the creation
Killed Slasul.By DAT DEAD DWARF the Lich Necromancer level 36
21st Iron 124th year of Ascendancy at 19:57 see stats
Destroyer's bane
Killed Golbug the Destroyer.By DAT DEAD DWARF the Lich Necromancer level 30
6th Wealth 123rd year of Ascendancy at 23:00 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By DAT DEAD DWARF the Dwarf Necromancer level 26
11st Stralite 123rd year of Ascendancy at 23:41 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By DAT DEAD DWARF the Dwarf Necromancer level 21
27th Shortage 122nd year of Ascendancy at 18:25 see stats
Exterminator
Killed 1000 creatures.By DAT DEAD DWARF the Dwarf Necromancer level 14
4th Dearth 122nd year of Ascendancy at 15:13 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By DAT DEAD DWARF the Dwarf Necromancer level 23
14th Steel 123rd year of Ascendancy at 18:46 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By DAT DEAD DWARF the Lich Necromancer level 44
15th Stralite 124th year of Ascendancy at 19:25 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By DAT DEAD DWARF the Lich Necromancer level 37
22nd Iron 124th year of Ascendancy at 02:23 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By DAT DEAD DWARF the Lich Necromancer level 40
38th Steel 124th year of Ascendancy at 20:29 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By DAT DEAD DWARF the Lich Necromancer level 38
14th Steel 124th year of Ascendancy at 08:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DAT DEAD DWARF the Dwarf Necromancer level 21
17th Shortage 122nd year of Ascendancy at 03:15 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By DAT DEAD DWARF the Lich Necromancer level 44
11st Stralite 124th year of Ascendancy at 22:34 see stats
Level 10
Got a character to level 10.By DAT DEAD DWARF the Dwarf Necromancer level 10
21st Profit 122nd year of Ascendancy at 12:19 see stats
Level 20
Got a character to level 20.By DAT DEAD DWARF the Dwarf Necromancer level 20
17th Loss 122nd year of Ascendancy at 20:12 see stats
Level 30
Got a character to level 30.By DAT DEAD DWARF the Lich Necromancer level 30
2nd Wealth 123rd year of Ascendancy at 01:51 see stats
Level 40
Got a character to level 40.By DAT DEAD DWARF the Lich Necromancer level 40
28th Steel 124th year of Ascendancy at 20:58 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By DAT DEAD DWARF the Dwarf Necromancer level 29
19th Voratun 123rd year of Ascendancy at 18:47 see stats
Orcrist
Killed the leaders of the Orc Pride.By DAT DEAD DWARF the Lich Necromancer level 44
12nd Stralite 124th year of Ascendancy at 18:46 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By DAT DEAD DWARF the Dwarf Necromancer level 19
7th Loss 122nd year of Ascendancy at 02:00 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By DAT DEAD DWARF the Dwarf Necromancer level 25
21st Steel 123rd year of Ascendancy at 15:39 see stats
Size matters
Did over 600 damage in one attack.By DAT DEAD DWARF the Lich Necromancer level 30
6th Wealth 123rd year of Ascendancy at 22:49 see stats
Sliders
Activated a portal using the Orb of Many Ways.By DAT DEAD DWARF the Lich Necromancer level 31
7th Wealth 123rd year of Ascendancy at 05:51 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By DAT DEAD DWARF the Dwarf Necromancer level 4
20th Voratun 122nd year of Ascendancy at 12:59 see stats
The Arena
Unlocked Arena mode.By DAT DEAD DWARF the Dwarf Necromancer level 7
4th Profit 122nd year of Ascendancy at 10:41 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By DAT DEAD DWARF the Lich Necromancer level 44
13rd Stralite 124th year of Ascendancy at 07:47 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By DAT DEAD DWARF the Dwarf Necromancer level 14
3rd Dearth 122nd year of Ascendancy at 19:15 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DAT DEAD DWARF the Dwarf Necromancer level 16
26th Dearth 122nd year of Ascendancy at 00:24 see stats
The secret city
Discovered the truth about mages.By DAT DEAD DWARF the Dwarf Necromancer level 12
39th Profit 122nd year of Ascendancy at 14:18 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By DAT DEAD DWARF the Lich Necromancer level 39
26th Steel 124th year of Ascendancy at 19:22 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By DAT DEAD DWARF the Lich Necromancer level 34
41st Dearth 123rd year of Ascendancy at 11:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By DAT DEAD DWARF the Dwarf Necromancer level 24
17th Steel 123rd year of Ascendancy at 22:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By DAT DEAD DWARF the Dwarf Necromancer level 15
17th Dearth 122nd year of Ascendancy at 12:21 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By DAT DEAD DWARF the Dwarf Necromancer level 28
37th Stralite 123rd year of Ascendancy at 19:56 see stats
Log
Something hits Argoniel for 120 cold damage.
Something hits Champion of Urh'Rok for 207 cold damage.
DAT DEAD DWARF rips more animus from its victim. (+1 more soul)
You collect a new ingredient: skeleton mage skull.
Something misses Elandar.
Elandar casts Moonlight Ray.
DAT DEAD DWARF is no longer cursed.
DAT DEAD DWARF HEALS from darkness damage!
DAT DEAD DWARF HEALS from fire damage!
Burning Shock from Elandar hits DAT DEAD DWARF for 25 fire, 8 healing (25 total damage) [8 healing].
Elandar hits Argoniel for 0 darkness damage.
Elandar hits DAT DEAD DWARF for 170 darkness, 24 healing (170 total damage) [24 healing].
Dread misses Greater multi-hued wyrm.
A part of Argoniel's bone shield regenerates.
Champion of Urh'Rok uses Sunder Armour.
DAT DEAD DWARF is recovering from the damage!
DAT DEAD DWARF HEALS from physical damage!
DAT DEAD DWARF leeches life from Champion of Urh'Rok!
DAT DEAD DWARF hits Champion of Urh'Rok for 5 fire damage.
Champion of Urh'Rok hits DAT DEAD DWARF for 360 physical, 64 healing, 14 light, 2 healing (374 total damage) [66 healing].
DAT DEAD DWARF HEALS from physical damage!
DAT DEAD DWARF hits Umber hulk for 3 fire damage.
Umber hulk hits DAT DEAD DWARF for 78 physical, 14 healing (78 total damage) [14 healing].
Greater multi-hued wyrm resists the knockback!
Something hits Greater multi-hued wyrm for 30 physical damage.
Something hits Champion of Urh'Rok for 36 physical damage.
Argoniel hits Something for 48 fire damage.
Argoniel performs a melee critical strike against DAT DEAD DWARF!
Saving game...
