Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official 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:
Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.4.4Official 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:
Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.3.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 64 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by gloomy treant at level 11 on the 8th Flare 122nd year of Ascendancy at 07:09 2 / 5Killed by shadow at level 15 on the 1st Dusk 122nd year of Ascendancy at 03:24 Killed by shadow at level 15 on the 1st Dusk 122nd year of Ascendancy at 04:30 Killed by Aryriabeth the elder vampire at level 55 on the 58th Dusk 122nd year of Ascendancy at 15:37 Killed by Laza Vayan at level 61 on the 3rd Haze 122nd year of Ascendancy at 20:48 |
Primary Stats
| Strength | 78 (base 54) |
| Dexterity | 55 (base 54) |
| Constitution | 123 (base 74) |
| Magic | 81 (base 68) |
| Willpower | 29 (base 12) |
| Cunning | 24 (base 12) |
Resources
| Mana | 473/473 |
| Vim | 370/374 |
| Life | 2650/2650 |
| Positive | 6/219 |
| Stamina | 340/340 |
| Healing Factor | 1.7894657557192 |
| Regeneration | 8.0525959007365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20.322297794873% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 68 |
| Crit Chance | 38% |
| APR | 48 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 98 |
| Accuracy | 67 |
| Crit Chance | 37% |
| APR | 43 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 84.390851492491 (84.117647058824%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 34.619830328738 |
| Physical Save | 66 |
| Spell Save | 46 |
| Mental Save | 39 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 38% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 13% |
| Disarm Resistance | 45% |
| Bleed Resistance | 100% |
| Pinning Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 177.84 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1275% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
| Technique / Armor forging | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Technique / Forgeknight combat maneuvers | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Weapon forging | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Martial enchantments | 1.00 |
| 6/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Forgeknight combat expertise | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Blight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Generic Talents
| Race / Gremlin | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 5/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Corruption / Demonic strength | 1.00 |
| 5/5 |
| 3/5 |
| 6/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 6/5 |
| 0/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Dusk Affinity |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Abyssal Shield |
| talent | Crystalline Focus |
| talent | Quintessence |
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. | active |
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 |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services* (1) Deliver an important message to a wheeler-dealer or an arms dealer. (Locations: Caravan, Ruins of Kor'Pul, Rhaloren Base camp). (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You failed to protect the lost anorithil from death by skeleton magus. Escort: lost anorithil (level 2 of Dreadfell) | failed |
Escort the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+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 Fortitude (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Thoulapumpem. Escort: worried loremaster (level 7 of Dreadfell) | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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. | 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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed red crystal shard. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed vial of greater demon bile. | 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 find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * Return the Vial of Molten Water to Explorer Merek. | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +3% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (83 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | masterforged voratun helm (3 def, 15 armour) masterforged voratun helm (3 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +0% Changes stats: +7 Wil / +8 Con Changes resistances: +11% blight / +6% fire / +6% darkness / +6% mind Talent mastery: +0.10 Technique / Forgeknight combat expertise Talent granted: +1 Healing Light Mental save: +31 (+11 eff.) Blindness immunity: +13% Confusion immunity: +13% Fear immunity: +13% Stamina each turn: +0.75 Maximum stamina: +44.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's hardened leather gloves of dispersion (0 def, 9 armour) stone warden's hardened leather gloves of dispersion (0 def, 9 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Armour Hardiness: +10% Damage (Melee): 8 arcane Changes stats: +4 Mag / +5 Wil / +9 Con Changes resistances: +5% arcane / +7% physical When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
| On fingers | pixie's stralite ring of tenacity 'Myfang' pixie's stralite ring of tenacity 'Myfang'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +5 Mag / +8 Cun Changes resistances: +5% arcane Changes damage: +12% arcane Disarm immunity: +28% Pinning immunity: +27% Knockback immunity: +24% Maximum life: +22.00 Spellpower: +5 (+1 eff.) Infravision radius: +2 Rings can have magical properties. |
| On fingers | Ferocity FerocityCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: -6 (-3 eff.) Changes stats: +8 Str / +6 Con Changes damage: +20% physical Talent masteries: +0.20 Technique / Berserker's strength +0.20 Technique / Bloodthirst Pinning immunity: +50% It can be used to activate talent Rush (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This ring seems to catalyze rage and bloodthirst. Putting it on might well drive you mad. |
| Around neck | Cyrivea the warrior's stralite amulet of healing Cyrivea the warrior's stralite amulet of healingInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +5 Changes resistances: +10% physical Changes damage: +15% mind Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Cut immunity: +60% Stamina each turn: +0.60 Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 196 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | reforged Blazing Obliterator (189% power, 16 apr) reforged Blazing Obliterator (189% power, 16 apr)Requires: - Strength 34 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 190% Range: 1.4x Uses stats: 49% Mag, 89% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +29 Armour Penetration: +16 Physical crit. chance: +6.0% Attack speed: 106% When this weapon hits: Distortion Wave (15% chance level 3). When this weapon hits: Drain (20% chance level 3). Lifesteal (this weapon only): +10% Damage (Melee): +12 lightning / +12 darkness / +12 blight Burst (radius 2) on crit: +35 blight / +35 fire When wielded/worn: Accuracy: +15 (+4 eff.) Fatigue: +15% Changes damage: +8% lightning / +8% temporal Talent mastery: +0.20 Corruption / Reaving combat Talent granted: +3 Flameshock Blunt and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | reforged Ashwreath the stralite mace (168% power, 11 apr) reforged Ashwreath the stralite mace (168% power, 11 apr)Requires: - Strength 23 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 169% Range: 1.4x Uses stat: 118% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +27 Armour Penetration: +11 Physical crit. chance: +5.5% Attack speed: 106% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +13 lightning / +12 nature / +12 light When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Damage when hit (Melee): 4 acid Changes resistances: +3% acid / +6% fire Changes resistances penetration: +10% fire Changes damage: +12% acid / +14% fire / +8% arcane Critical mult.: +18.00% Blunt and deadly. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 11 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | reforged Borfast's Cage (7 def, 33.5 armour) reforged Borfast's Cage (7 def, 33.5 armour)Requires: - Strength 26 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +34 Defense: +7 (+4 eff.) Fatigue: +20% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical / +6% nature / +6% darkness Reduces opponents crit chance: 20% Physical save: +33 (+9 eff.) Cut immunity: +13% Pinning immunity: +13% Stun/Freeze immunity: +13% Knockback immunity: +30% Life regen: +4.25 Maximum life: +173.00 A suit of armour made of metal plates. |
Inventory
heat beam rune of the wizard (423 fire damage) heat beam rune of the wizard (423 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 422.71 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 194) teleportation rune of the titan (range 194)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 194 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 167) teleportation rune of the titan (range 167)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 167 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Talisman of Spirits Talisman of SpiritsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Poison immunity: +20% Disease immunity: +20% Cut immunity: +20% Maximum life: +50.00 Healing mod.: +20% Will bring you back from death, but only once! It can be used to activate talent Heal (costing 28 power out of 28/28) : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. The beads of this necklace store the wisdom and spiritual power of its former possessor. By drawing on its power, its current possessor may return from the lands of the death to the living once. |
Gremlin Princess Gremlin PrincessInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +8 Wil Changes damage: +7% blight / +7% nature / +7% light / +7% darkness Talent mastery: +0.20 Race / Gremlin-mood Leaflord Atahough made this ring for his daughter, in order to help her control her moods. She lost it during the week-long celebration of her 99th birthday, supposedly while mud-wrestling with her brothers' wives. |
Heaven's Glint (144% power, 10 apr) Heaven's Glint (144% power, 10 apr)Requires: - Magic 36 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 145% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% Damage (Melee): +20 cold Damage conversion: 50% light When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes damage: +20% light Spellpower: +20 (+5 eff.) Light radius: +2 Talent on hit(spell): Sun Flare (10% chance level 4). Activating this item is instant. It can be used to activate talent Circle of Blazing Light (costing 40 power out of 50/50) : Effective talent level: 4.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 3 each turn, and deals 9.55 light damage and 9.89 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
Moon (136% power, 30 apr) Moon (136% power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Trunk of the Tranquil (186% power, 10 apr) Trunk of the Tranquil (186% power, 10 apr)Requires: - Strength 42 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stats: 75% Wil, 75% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target When wielded/worn: Changes damage: +15% mind Talent mastery: +0.30 Psionic / Psi-fighting Talent cooldown: Telekinetic Smash (-2 turns) Mental save: +20 (+7 eff.) Confusion immunity: +30% A rune engraved black trunk of oak. A troll of great wisdom once formulated: The fastest way to enlightenment is a hard hit on the nut. The Trunk of the Tranquil serves this purpose more than just well. However, handling it in combat requires more than just raw strength. |
masterforged voratun longsword (175% power, 12 apr) masterforged voratun longsword (175% power, 12 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 175% Range: 1.4x Uses stat: 117% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +28 Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 106% Damage (Melee): +12 physical / +12 mind / +12 fire When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Changes damage: +8% darkness / +8% physical Disarm immunity: +31% Sharp, long, and deadly. |
reforged Twilight's Edge (176% power, 13 apr) reforged Twilight's Edge (176% power, 13 apr)Requires: - Strength 23 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 177% Range: 1.4x Uses stat: 117% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +27 Armour Penetration: +13 Physical crit. chance: +15.0% Attack speed: 106% Damage (Melee): +11 lightning / +11 physical When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +7% blight / +7% cold / +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 Sharp, long, and deadly. |
Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element) Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Physical 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 (+10 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. |
reforged Overcutter (118% power, 14 apr) reforged Overcutter (118% power, 14 apr)Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 119% Range: 1.5x Uses stat: 111% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 102% Block value: +12 Damage (Melee): +8 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Fatigue: +10% Changes damage: +6% light Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
reforged Squalorstreak the voratun waraxe (171% power, 12 apr) reforged Squalorstreak the voratun waraxe (171% power, 12 apr)Requires: - Strength 36 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 171% Range: 1.4x Uses stat: 118% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 106% On weapon hit: * 10% chance to corrode armour Damage (Melee): +12 lightning / +12 darkness / +8 nature / +12 acid When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Defense: +14 (+7 eff.) Changes resistances: +6% blight / +2% physical / +9% mind Changes resistances penetration: +15% acid / +14% physical Changes damage: +6% nature / +15% physical / +8% light / +8% mind Mental save: +10 (+4 eff.) Blindness immunity: +10% Poison immunity: +5% Disarm immunity: +50% Life regen: +2.50 One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Powered by steamtech Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +5% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 12% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (36 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (64 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Voidravage (0 def, 3 armour) Voidravage (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +5 Dex / +4 Con Changes resistances: +9% lightning / +3% temporal / +6% darkness / +6% blight / +11% cold Allows you to breathe in: water A cap made of leather. |
reforged Steel Helm of Garkul (3 def, 14 armour) reforged Steel Helm of Garkul (3 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +5% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +6% nature / +6% darkness Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +30 (+10 eff.) Blindness immunity: +13% Confusion immunity: +13% Fear immunity: +13% Stamina each turn: +0.75 Maximum stamina: +41.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged hardened voratun plate armour of temporal resistance (10 def, 47.5 armour) masterforged hardened voratun plate armour of temporal resistance (10 def, 47.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +48 Defense: +10 (+5 eff.) Fatigue: +26% Changes resistances: +13% acid / +11% physical / +8% darkness / +17% lightning / +10% fire / +13% cold / +8% mind / +28% temporal Physical save: +19 (+5 eff.) Cut immunity: +16% Pinning immunity: +16% Stun/Freeze immunity: +16% Life regen: +2.25 Maximum life: +132.00 A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
71 alchemist agate 71 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven voratun pickaxe (dig speed 17 turns) dwarven voratun pickaxe (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +11 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +11 (+4 eff.) Maximum life: +73.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Treasure Map: Ancient Cave Treasure Map: Ancient Cave0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some ancient cave full of treasures and danger, which can be found inside the Old Forest. (*USE* it while being inside the Old Forest). |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Splinter of Infinity Treasure Map: Splinter of Infinity0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to the entrance of an ancient underground complex, reachable from within a ruined dungeon. (*USE* it while being inside a ruined dungeon. Warning: This location is very deadly. The Entrance is heavily guarded.) |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
Vial of Molten Water Vial of Molten WaterPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / misc Looks like orange water. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 110 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
quick elm wand of clairvoyance [power 8] (4 cooldown) quick elm wand of clairvoyance [power 8] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 76 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Thoulapumpem the Ghoul Adventurer level 53
56th Dusk 122nd year of Ascendancy at 17:25 see stats
Against all odds
Killed Ukruk in the ambush.By Thoulapumpem the Ghoul Adventurer level 53
55th Dusk 122nd year of Ascendancy at 00:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Thoulapumpem the Ghoul Adventurer level 47
49th Dusk 122nd year of Ascendancy at 16:31 see stats
Exterminator
Killed 1000 creatures.By Thoulapumpem the Ghoul Adventurer level 43
44th Dusk 122nd year of Ascendancy at 22:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thoulapumpem the Ghoul Adventurer level 36
33rd Dusk 122nd year of Ascendancy at 04:10 see stats
Level 10
Got a character to level 10.By Thoulapumpem the Ghoul Adventurer level 10
6th Mirth 122nd year of Ascendancy at 14:56 see stats
Level 20
Got a character to level 20.By Thoulapumpem the Ghoul Adventurer level 20
5th Dusk 122nd year of Ascendancy at 15:01 see stats
Level 30
Got a character to level 30.By Thoulapumpem the Ghoul Adventurer level 30
28th Dusk 122nd year of Ascendancy at 10:10 see stats
Level 40
Got a character to level 40.By Thoulapumpem the Ghoul Adventurer level 40
41st Dusk 122nd year of Ascendancy at 14:20 see stats
Level 50
Got a character to level 50.By Thoulapumpem the Ghoul Adventurer level 50
51st Dusk 122nd year of Ascendancy at 23:00 see stats
Size is everything
Did over 1500 damage in one attack.By Thoulapumpem the Ghoul Adventurer level 50
52nd Dusk 122nd year of Ascendancy at 06:11 see stats
Size matters
Did over 600 damage in one attack.By Thoulapumpem the Ghoul Adventurer level 31
29th Dusk 122nd year of Ascendancy at 04:57 see stats
That was close
Killed your target while having only 1 life left.By Thoulapumpem the Ghoul Adventurer level 55
58th Dusk 122nd year of Ascendancy at 15:37 see stats
The Arena
Unlocked Arena mode.By Thoulapumpem the Ghoul Adventurer level 11
1st Summertide 122nd year of Ascendancy at 17:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Thoulapumpem the Ghoul Adventurer level 49
51st Dusk 122nd year of Ascendancy at 12:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Thoulapumpem the Ghoul Adventurer level 52
54th Dusk 122nd year of Ascendancy at 00:07 see stats
Log
You gain 6.00 gold from the melting of schematic: Silver Filigree.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Saw Projector.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Iron Grip.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.50 gold from the melting of schematic: Fiery Salve.
You gain 2.33 gold from the melting of vision rune of the psychic (radius 15; dur 20; see humanoid).
You gain 0.69 gold from the melting of manasurge rune (1293% regen over 10 turns; 65 instant mana).
You gain 3.10 gold from the melting of invisibility rune (power 12 for 10 turns).
You gain 1.96 gold from the melting of heat beam rune (219 fire damage).
You gain 1.65 gold from the melting of heat beam rune (148 fire damage).
You gain 2.21 gold from the melting of acid wave rune (244 acid damage; dur 5; apply 22).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.15 gold from the melting of sun infusion of the warrior (rad 8; power 58; turns 3; dispells darkness).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.25 gold from the melting of regeneration infusion (heal 252 over 5 turns).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.72 gold from the melting of healing infusion (heal 76).
You gain 5.12 gold from the melting of medical injector implant of the warrior (efficiency 243% / cooldown 62%).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Emelylaith, the lost anorithil says: 'The portal is still far away, to the west.'
Thoulapumpem deactivates Arcane Feed.
Thoulapumpem deactivates Abyssal Shield.
Thoulapumpem deactivates Arcane Combat.
Thoulapumpem deactivates Crystalline Focus.
Thoulapumpem deactivates Dusk Affinity.
Thoulapumpem deactivates Quintessence.
Thoulapumpem deactivates Chant of Fortitude.
