











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This 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. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Items Vault 1.5.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Bastion 1.5.10A complete rework for Bulwark. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Revamped Skirmisher 1.5.10Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dark Faerie |
| Class | Archmage |
| Level / Exp | 43 / 27% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 78 (base 15) |
| Constitution | 50 (base 50) |
| Magic | 113 (base 50) |
| Willpower | 70 (base 44) |
| Cunning | 50 (base 15) |
Resources
| Life | 423/423 |
| Mana | 514/514 |
| Positive | 86/156 |
| Healing Factor | 1.6227272727272 |
| Regeneration | 8.0324999999996 |
Speed
| Mental | +47.49383052936% |
| Attack | 0% |
| Movement | 0% |
| Spell | +94.98766105874% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 28.376599022196 |
| See Invisible | 67.952332898564 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 30 |
| Accuracy | 49 |
| Crit Chance | 35% |
| APR | 15 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 97 |
| Crit Chance | 55% |
| Speed | 0.5128529644236 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +66% |
| Blight | +72% |
| Arcane | +66% |
| Mind | +86% |
| All | +56% |
| Darkness | +80% |
| Light | +69% |
| Temporal | +66% |
| Fire | +100% |
| Nature | +73% |
Offense: Damage Penetration
| Darkness | +11% |
| Blight | +25% |
| Physical | +8% |
| Fire | +66% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 40 (45%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 14 |
| Physical Save | 67 |
| Spell Save | 52 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 66%(100%) |
| Physical | + 30%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 73%(100%) |
| Fire | + 38%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 665 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1309% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Burning Wake |
| talent | Wildfire |
| talent | Arcane Shield |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Shielding |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +95% Combat Speed: +47% All Damage: +56% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Isena the master vampire. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Destruction. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 Fortress (+1 level(s)). | done |
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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 shadow has asked that you find the lost staff of the Sher'Tul mage Caldizar, along with at least 250 energy, to re-enable the Yiilkgur's flight systems. The fortress's current energy level is: 459. | 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. | active |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed red crystal shard. * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within10 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | [vs. Bleakusher of the Blightspawn (0 def, 5 armour) (On feet)]Bleakusher of the Blightspawn (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 (-) Physical crit. chance: +5.0% (-) Physical power: +4 (+2 eff.) (-) Armour: +5 (-) Fatigue: +5% (-) Changes stats: -4(-) Wil / +12(-) Cun / +8(-) Con Changes resistances: +6%(-) mind Changes resistances penetration: +10%(-) blight / +8%(-) physical Critical mult.: +15.00% (-) Physical save: +14 (+4 eff.) (-) Mental save: +17 (+4 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Maximum mana: +40.00 (-) Mindpower: +6 (+2 eff.) (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | [vs. Iselle the Blazevenom (18/18, 53-74.2 power, 18 apr) (Quiver)]Iselle the Blazevenom (18/18, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 (-) Crit. chance: +3.0% (-) Capacity: 18 (-) On weapon hit: * 42% chance to daze at end of turn * 10% chance to crush the target * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Ranged): +15(-) gravity / +42(-) lightning Burst (radius 1) on hit: +4(-) lightning / +4(-) mind Burst (radius 2) on crit: +8(-) lightning Arrows are used with bows to pierce your foes to death. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| On head | [vs. Zodradan the Firewrest (2 def, 0 armour) (On head)]Zodradan the Firewrest (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Damage when hit (Melee): 16(-) mind Changes stats: +7(-) Cun Changes resistances: +9%(-) mind Changes resistances penetration: +10%(-) mind / +10%(-) fire Changes damage: +24%(-) mind / +9%(-) fire Mental save: +11 (+3 eff.) (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. Ulaneg [power 365] (6 cooldown) (Tool)]Ulaneg [power 365] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +8 (+4 eff.) (-) Defense: +9 (+4 eff.) (-) Ranged Defense: +9 (+3 eff.) (-) Changes stats: +4(-) Str Changes resistances: +5%(-) physical Confusion immunity: +20% (-) Stun/Freeze immunity: +25% (-) Knockback immunity: +20% (-) Maximum life: +30.00 (-) It can be used to creates a wall of flames lasting 4 turns (dealing 731 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. Ravenblur of the Blightspawn (On fingers, 1 of 2)]Ravenblur of the Blightspawn Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) (-) Changes stats: +7(-) Dex / +4(-) Wil / +1(-) Cun / -7(-) Con Changes resistances: +26%(-) light Changes damage: +13%(-) light / +6%(-) mind Mental save: +11 (+3 eff.) (-) Hate when firing a critical mind attack: +3.00 (-) Maximum hate: +8.00 (-) Spellpower: +8 (+2 eff.) (-) Mindpower: +8 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Ravenblur of the Blightspawn (On fingers, 1 of 2)]mule's gold ring of fire (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: -6% Changes stats: +0(-7) Dex / +0(-4) Wil / +0(-1) Cun / +0(+7) Con Changes resistances: +0%(-26%) light / +26% fire Changes damage: +13% fire / +0%(-13%) light / +0%(-6%) mind Maximum encumbrance: +23 Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-8 (-2 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet of cunning (+3) (Around neck)]copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Cun Amulets can have magical properties. |
| Main armor | [vs. enlightening reinforced leather armour of clarity (4 def, 7 armour) (Main armor)]enlightening reinforced leather armour of clarity (4 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-) Defense: +4 (+2 eff.) (-) Fatigue: +8% (-) Changes stats: +6(-) Cun / +5(-) Wil Changes resistances: +8%(-) mind Mental save: +34 (+8 eff.) (-) A suit of armour made of leather. |
| Light source | [vs. Guardian's Bell (Light source)] Guardian's BellGuardian's Bell Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +50(-) Dex / +50(-) Mag Changes resistances: +60%(-) blight / +60%(-) darkness Changes resistances cap: +30%(-) blight / +30%(-) darkness Spellpower: +150 (+33 eff.) (-) Light radius: +5 (-) This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| Cloak | [vs. shadow cashmere cloak of sorcery (2 def, 0 armour) (Cloak)]shadow cashmere cloak of sorcery (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +3(-) Mag / +3(-) Wil Changes resistances: +13%(-) darkness Changes resistances penetration: +11%(-) darkness Changes damage: +14%(-) darkness Stealth bonus: +9 (-) Spell crit. chance: +6% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | [vs. rough leather belt 'Fulyldir' (Around waist)]rough leather belt 'Fulyldir' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1(-) Cun / +3(-) Dex Changes resistances: +6%(-) acid / +6%(-) blight / +6%(-) fire / +6%(-) cold / +6%(-) lightning Changes resistances penetration: +15%(-) blight Changes damage: +6%(-) blight Grants telepathy: Dragon Light radius: +3 (-) A belt that goes around your waist. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 395 over 5 turns)] (on body)]regeneration infusion of the psychic (heal 701 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(-) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 701(+194) life over 5(-) turns. Its effects scale with your -Magic, +Willpower 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. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 395 over 5 turns)] (on body)]regeneration infusion of the wizard (heal 621 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12(-1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621(+114) life over 5(-) turns. Its effects scale with your Magic 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. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 395 over 5 turns)] (on body)]regeneration infusion of the wizard (heal 444 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444(-63) life over 5(-) turns. Its effects scale with your Magic 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. |
Rune of the Rift (430.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Inflicts 715.46 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
[vs. copper amulet of cunning (+3) (Around neck)]Zeriregen the steel amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +5 Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +4 Dex / +4 Mag / +0(-3) Cun Amulets can have magical properties. |
[vs. copper amulet of cunning (+3) (Around neck)]restful steel amulet of magic (+3) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +0(-3) Cun / +3 Mag Life regen: +1.50 Amulets can have magical properties. |
[vs. copper amulet of cunning (+3) (Around neck)]steel amulet 'Sparkzephyr' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 20 lightning Changes stats: +0(-3) Cun Changes resistances: +9% lightning / +12% fire Changes resistances penetration: +10% lightning / +20% fire Changes damage: +9% fire Life regen: +2.30 Amulets can have magical properties. |
[vs. copper amulet of cunning (+3) (Around neck)]Garkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +0(-3) Cun / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 198.69 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
[vs. copper amulet of cunning (+3) (Around neck)]Vox Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +0(-3) Cun Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
[vs. Ravenblur of the Blightspawn (On fingers, 1 of 2)]steel ring of arcana(+0.15/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +0(-7) Dex / +0(-4) Wil / +0(-1) Cun / +0(+7) Con Changes resistances: +0%(-26%) light Changes damage: +0%(-13%) light / +0%(-6%) mind Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Silence immunity: +22% Mana each turn: +0.15 Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-8 (-2 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ravenblur of the Blightspawn (On fingers, 1 of 2)]warrior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +6 Changes stats: +3 Str / +0(-7) Dex / +0(-4) Wil / +0(-1) Cun / +0(+7) Con Changes resistances: +0%(-26%) light Changes damage: +0%(-13%) light / +0%(-6%) mind Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-8 (-2 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ravenblur of the Blightspawn (On fingers, 1 of 2)]gladiator's gold ring of nature (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+5 eff.) (-1 (+0 eff.)) Changes stats: +5 Str / +0(-7) Dex / +0(-4) Wil / +0(-1) Cun / +6(+13) Con Changes resistances: +24% nature / +0%(-26%) light Changes damage: +0%(-6%) mind / +12% nature / +0%(-13%) light Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-8 (-2 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element)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: 150% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Telos's Staff (Top Half) (35-42 power, 0 apr, fire element)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: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
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: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
[vs. Iselle the Blazevenom (18/18, 53-74.2 power, 18 apr) (Quiver)]The Titan's Quiver (18/18, 62-86.8 power, 20 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8(+9.0 - +12.6) Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 (+2) Crit. chance: +8.0% (+5.0%) Capacity: 18 (-) On weapon hit: * 0% chance to daze at end of turn (-42%) - 10% chance to crush the target - 25% chance for lightning to arc to a second target - 25% chance to put talents on cooldown On weapon crit: + pin the target to the nearest wall Damage (Ranged): +0(-15) gravity / +0(-42) lightning Burst (radius 1) on hit: +0(-4) lightning / +0(-4) mind Burst (radius 2) on crit: +0(-8) lightning These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
[vs. Iselle the Blazevenom (18/18, 53-74.2 power, 18 apr) (Quiver)]Emelugawyn the Brightcrack (17/17, 26-31.2 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2(-27.0 - -43.0) Uses stats: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-16) Crit. chance: +4.5% (+1.5%) Capacity: 17 (-1) On weapon hit: * 0% chance to daze at end of turn (-42%) * 40% chance to blind (+40%) - 10% chance to crush the target - 25% chance for lightning to arc to a second target - 25% chance to put talents on cooldown Damage (Ranged): +0(-42) lightning / +0(-15) gravity / +8 fire Burst (radius 1) on hit: +0(-4) lightning / +8 fire / +0(-4) mind Burst (radius 2) on crit: +0(-8) lightning / +8 fire / +16 light Shots are used with slings to pummel your foes to death. |
[vs. enlightening reinforced leather armour of clarity (4 def, 7 armour) (Main armor)]Eclipsemortal of the Blightspawn (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 (-7) Defense: +3 (+2 eff.) (-1 (+0 eff.)) Fatigue: +0% (-8%) Changes stats: +4 Mag / +0(-5) Wil / +4(-2) Cun Changes resistances: +21% light / +0%(-8%) mind Changes resistances penetration: +12% physical / +14% darkness / +15% nature Changes damage: +8% physical / +13% darkness / +14% light Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+2 eff.) (-25 (-6 eff.)) Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +3 Maximum hate: +9.00 Spellpower: +13 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. enlightening reinforced leather armour of clarity (4 def, 7 armour) (Main armor)]Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 (+3) Defense: +10 (+4 eff.) (+6 (+2 eff.)) Fatigue: +0% (-8%) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4(-1) Wil / +4(-2) Cun Changes resistances: +10% fire / +0%(-8%) mind / +10% cold Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+3 eff.) (-19 (-5 eff.)) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
[vs. enlightening reinforced leather armour of clarity (4 def, 7 armour) (Main armor)]troll-hide rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-5) Defense: +1 (+1 eff.) (-3 (-1 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +0%(-8%) mind Mental save: +0 (+0 eff.) (-34 (-8 eff.)) Life regen: +4.10 Maximum life: +73.00 Healing mod.: +25% A suit of armour made of leather. |
[vs. rough leather belt 'Fulyldir' (Around waist)]Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-1) Cun / +0(-3) Dex Changes resistances: +0%(-6%) acid / +0%(-6%) blight / +0%(-6%) fire / +0%(-6%) cold / +0%(-6%) lightning Changes resistances penetration: +0%(-15%) blight Changes damage: +0%(-6%) blight Grants telepathy: Dragon Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +0 (-3) It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
[vs. rough leather belt 'Fulyldir' (Around waist)]Uradan the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-1) Cun / +0(-3) Dex Changes resistances: +0%(-6%) lightning / +9%(+3%) blight / +0%(-6%) fire / +0%(-6%) cold / +0%(-6%) acid Changes resistances penetration: +20% mind / +0%(-15%) blight Changes damage: +6% mind / +0%(-6%) blight Grants telepathy: Dragon Psi when hit: +0.04 Maximum life: +88.00 Maximum mana: +35.00 Maximum stamina: +39.00 Maximum hate: +13.00 Maximum psi: +25.00 Maximum vim: +20.00 Maximum pos.energy: +26.00 Maximum neg.energy: +31.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Light radius: +0 (-3) Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
[vs. rough leather belt 'Fulyldir' (Around waist)]hardened leather belt 'Ebonyvagrant' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +0(-1) Cun / +0(-3) Dex Changes resistances: +0%(-6%) acid / +0%(-6%) blight / +18%(+12%) fire / +0%(-6%) cold / +0%(-6%) lightning Changes resistances penetration: +0%(-15%) blight / +15% fire / +15% darkness Changes damage: +0%(-6%) blight / +9% fire / +21% darkness Grants telepathy: Dragon Spell save: +10 (+3 eff.) Light radius: +0 (-3) Size category: +1 A belt that goes around your waist. |
[vs. shadow cashmere cloak of sorcery (2 def, 0 armour) (Cloak)]Xoda the linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) (-1 (+0 eff.)) Changes stats: +4 Str / +0(-3) Mag / +0(-3) Wil / +3 Con Changes resistances: +2% physical / +0%(-13%) darkness / +12% cold Changes resistances penetration: +0%(-11%) darkness Changes damage: +0%(-14%) darkness / +3% physical Stealth bonus: +0 (-9) Life regen: +0.60 Only die when reaching: -40.00 life Spell crit. chance: +0% (-6%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Bleakusher of the Blightspawn (0 def, 5 armour) (On feet)]Getutar the Blindsorrow (4 def, 14 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-8) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +14 (+9) Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% (-2%) Changes stats: +0(+4) Wil / +0(-12) Cun / +0(-8) Con Changes resistances: +3% acid / +0%(-6%) mind Changes resistances penetration: +0%(-10%) blight / +0%(-8%) physical / +5% light Critical mult.: +0.00% (-15.00%) Physical save: +7 (+2 eff.) (-7 (-2 eff.)) Spell save: +38 (+11 eff.) Mental save: +7 (+2 eff.) (-10 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Only die when reaching: -60.00 life Maximum mana: +0.00 (-40.00) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Infravision radius: +2 A pair of boots made of leather. |
[vs. Bleakusher of the Blightspawn (0 def, 5 armour) (On feet)]Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +0 (-8) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +5 (-) Defense: +3 (+1 eff.) Fatigue: +6% (+1%) Changes stats: +4 Mag / +0(+4) Wil / +4(-8) Cun / +0(-8) Con Changes resistances: +0%(-6%) mind / +20% cold Changes resistances penetration: +0%(-10%) blight / +0%(-8%) physical Changes damage: +18% fire Critical mult.: +0.00% (-15.00%) Physical save: +0 (+0 eff.) (-14 (-4 eff.)) Mental save: +0 (+0 eff.) (-17 (-4 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-40.00) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 194 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +0(-4) Cun / +5(+1) Wil Changes resistances: +18% fire / +10% darkness / +10%(-) nature Changes damage: +0%(-5%) nature / +10% fire Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 222.02 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Ravenriver of the Blightspawn (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Armour: +2 Changes stats: +5 Str / +4 Dex / +3 Mag / -5(-9) Wil / +9(+5) Cun Changes resistances: +0%(-10%) nature / +8% light / +13% darkness Changes damage: +18% arcane / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Life regen: +2.40 Stamina each turn: +0.70 Maximum stamina: +28.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Zodradan the Firewrest (2 def, 0 armour) (On head)]stabilizing cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Damage when hit (Melee): 0(-16) mind Changes stats: +5 Mag / +11 Wil / +0(-7) Cun Changes resistances: +0%(-9%) mind Changes resistances penetration: +0%(-10%) mind / +0%(-10%) fire Changes damage: +0%(-24%) mind / +0%(-9%) fire Physical save: +7 (+1 eff.) Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Spellpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
[vs. Zodradan the Firewrest (2 def, 0 armour) (On head)]Earylach the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% Damage when hit (Melee): 0(-16) mind Changes stats: +7 Wil / +0(-7) Cun / +3 Con Changes resistances: +0%(-9%) mind Changes resistances penetration: +0%(-10%) mind / +0%(-10%) fire Changes damage: +0%(-24%) mind / +0%(-9%) fire Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
[vs. Zodradan the Firewrest (2 def, 0 armour) (On head)]Omniscience (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) (+5 (+2 eff.)) Damage when hit (Melee): 0(-16) mind Changes stats: +0(-7) Cun Changes resistances: +15%(+6%) mind Changes resistances cap: +10% mind Changes resistances penetration: +10%(-) mind / +0%(-10%) fire Changes damage: +0%(-24%) mind / +0%(-9%) fire Mental save: +25 (+7 eff.) (+14 (+4 eff.)) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), 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." |
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 Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 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 Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Guardian's Bell (Light source)]alchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +0(-50) Dex / +0(-50) Mag Changes resistances: +0%(-60%) blight / +0%(-60%) darkness Changes resistances cap: +0%(-30%) blight / +0%(-30%) darkness Maximum life: +43.00 Spellpower: +0 (+0 eff.) (-150 (-33 eff.)) Light radius: +3 (-2) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Guardian's Bell (Light source)]Aeriletira Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 24 fire Changes stats: +0(-50) Dex / +0(-50) Mag Changes resistances: +15% light / +0%(-60%) blight / +6% fire / +3% nature / +0%(-60%) darkness Changes resistances cap: +0%(-30%) blight / +0%(-30%) darkness Changes damage: +14% darkness Damage affinity(heal): +5% darkness Grants telepathy: Humanoid/Orc Disease immunity: +20% Teleport immunity: +15% Spellpower: +0 (+0 eff.) (-150 (-33 eff.)) Light radius: +7 (+2) Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 452.16 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. Ulaneg [power 365] (6 cooldown) (Tool)]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 Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-4) Str Changes resistances: +0%(-5%) physical Changes damage: +4% blight Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-25%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-30.00) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Ulaneg [power 365] (6 cooldown) (Tool)]Ashblack (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Damage when hit (Melee): 12 blight / 4 fire Changes stats: +5(+1) Str / +3 Con Changes resistances: +0%(-5%) physical Changes resistances penetration: +15% physical Changes damage: +3% fire Critical mult.: +10.00% Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-25%) Knockback immunity: +0% (-20%) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +0.00 (-30.00) Maximum mana: +20.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Ulaneg [power 365] (6 cooldown) (Tool)]Manarak (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Damage when hit (Melee): 8 mind Changes stats: +7 Cun / +2(-2) Str Changes resistances: +0%(-5%) physical Mental save: +20 (+5 eff.) Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-25%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-30.00) Maximum psi: +30.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +5% Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Ulaneg [power 365] (6 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Defense: +5 (+2 eff.) (-4 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +5 Lck / +0(-4) Str Changes resistances: +0%(-5%) physical Trap disarming bonus: +5 Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-25%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-30.00) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 251/400. 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. |
[vs. Ulaneg [power 365] (6 cooldown) (Tool)]Iviwen the dwarven-steel torque of kinetic psionic shield [power 81] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +10 Defense: +6 (+3 eff.) (-3 (-1 eff.)) Ranged Defense: +6 (+2 eff.) (-3 (-1 eff.)) Changes stats: +0(-4) Str Changes resistances: +0%(-5%) physical Maximum wards: +3 physical / +3 mind / +3 darkness Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Mental save: +20 (+5 eff.) Poison immunity: +30% Silence immunity: +30% Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-25%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-30.00) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Destruction the Dark Faerie Archmage level 32
55th Regrowth 123rd year of Ascendancy at 11:12 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Destruction the Dark Faerie Archmage level 23
60th Haze 122nd year of Ascendancy at 08:30 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Destruction the Dark Faerie Archmage level 32
53rd Regrowth 123rd year of Ascendancy at 08:53 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Destruction the Dark Faerie Archmage level 27
28th Regrowth 123rd year of Ascendancy at 23:54 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Destruction the Dark Faerie Archmage level 35
74th Regrowth 123rd year of Ascendancy at 03:23 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Destruction the Dark Faerie Archmage level 9
3rd Dusk 122nd year of Ascendancy at 17:45 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Destruction the Dark Faerie Archmage level 34
70th Regrowth 123rd year of Ascendancy at 14:52 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Destruction the Dark Faerie Archmage level 19
37th Haze 122nd year of Ascendancy at 04:18 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Destruction the Dark Faerie Archmage level 21
40th Haze 122nd year of Ascendancy at 15:47 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Destruction the Dark Faerie Archmage level 18
12nd Haze 122nd year of Ascendancy at 00:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Destruction the Dark Faerie Archmage level 10
7th Dusk 122nd year of Ascendancy at 07:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Destruction the Dark Faerie Archmage level 20
39th Haze 122nd year of Ascendancy at 07:42 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Destruction the Dark Faerie Archmage level 30
46th Regrowth 123rd year of Ascendancy at 15:29 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Destruction the Dark Faerie Archmage level 40
76th Pyre 123rd year of Ascendancy at 04:55 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Destruction the Dark Faerie Archmage level 13
50th Dusk 122nd year of Ascendancy at 08:03 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Destruction the Dark Faerie Archmage level 19
38th Haze 122nd year of Ascendancy at 00:23 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Destruction the Dark Faerie Archmage level 13
78th Dusk 122nd year of Ascendancy at 22:33 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Destruction the Dark Faerie Archmage level 34
70th Regrowth 123rd year of Ascendancy at 19:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Destruction the Dark Faerie Archmage level 6
2nd Mirth 122nd year of Ascendancy at 20:19 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Destruction the Dark Faerie Archmage level 23
60th Haze 122nd year of Ascendancy at 08:30 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Destruction the Dark Faerie Archmage level 23
60th Haze 122nd year of Ascendancy at 03:28 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Destruction the Dark Faerie Archmage level 40
1st Mirth 123rd year of Ascendancy at 20:51 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Destruction the Dark Faerie Archmage level 13
76th Dusk 122nd year of Ascendancy at 21:53 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Destruction the Dark Faerie Archmage level 36
19th Pyre 123rd year of Ascendancy at 18:18 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Destruction the Dark Faerie Archmage level 28
34th Regrowth 123rd year of Ascendancy at 11:39 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Destruction the Dark Faerie Archmage level 18
12nd Haze 122nd year of Ascendancy at 00:55 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Destruction the Dark Faerie Archmage level 31
53rd Regrowth 123rd year of Ascendancy at 03:15 see stats
Log
Resting starts...
You are yanked out of this place!
Rested for 28 turns (stop reason: dialog is displayed).
You gain 25.00 gold from the transmogrification of Spellhunt Remnants (4 def, 5 armour).
You gain 2.16 gold from the transmogrification of stralite plate armour of fire resistance (7 def, 13 armour).
You gain 9.15 gold from the transmogrification of rejuvenating stralite plate armour (7 def, 13 armour).
You gain 3.11 gold from the transmogrification of impenetrable stralite plate armour of temporal resistance (7 def, 26 armour).
You gain 0.17 gold from the transmogrification of silk robe (3 def, 0 armour).
You gain 1.25 gold from the transmogrification of pulsing mindstar (13.5-14.85 power, 32 apr, mind damage).
You gain 3.43 gold from the transmogrification of nature's pulsing mindstar of the jelly (12.5-13.75 power, 32 apr, nature damage).
You gain 1.25 gold from the transmogrification of stralite battleaxe (41.5-62.25 power, 3 apr).
You gain 3.40 gold from the transmogrification of starlit stralite amulet of mastery (0.32 Spell / Stone).
You gain 2.59 gold from the transmogrification of insidious poison infusion of the titan (64 nature damage, 62% healing reduction).
You gain 1.00 gold from the transmogrification of wild infusion (resist 22%; cure mental).
You gain 1.83 gold from the transmogrification of regeneration infusion of the sneak (heal 449 over 5 turns).
You gain 0.66 gold from the transmogrification of healing infusion (heal 55).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Destruction deactivates Chant of Fortress.
Destruction deactivates Keen Senses.
Destruction deactivates Shielding.
Destruction deactivates Wildfire.
Destruction deactivates Burning Wake.
Destruction deactivates Arcane Shield.




































































































