Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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. Additional Randart Properties 1.5.5 Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. 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:
Mentalist class 1.5.5Adds the mentalist class. Mentalists are psionics that specialize in manipulating the mind of their foes. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Immunity Adjusts Saves 1.4.9Tired of trying to play a rogue but finding your poisons and bleeds are completely ignored by most enemies in the game? Tired of investing countless talent points into fear-based talents, only to enter a dungeon full of fully immune undead? Tired of investing into taking advantage of stuns only to find the most dangerous foes can't be stunned? Tire no more! This addon converts most status immunities to instead multiply save values rather than giving a flat chance to ignore the effect. This means you'll be able to apply statuses to just about anyone, but immunities are still powerful as long as you also have the related saving throw stat. -Changes immunity of most status effects to instead multiply your saves against effects of that type rather than giving a flat chance to ignore the effect. -!Some talents grant a direct chance to ignore specific effects without using immunity stats, this addon will not change how those talents function. 100% Immunity is 2x saves This addon was specifically designed to ignore realism in favor of making the game more enjoyable for people who want to try specific builds without being shut down by specific enemy types, while still making immunity a valuable stat to hold both as the player or an enemy. Convenient Digging 1.5.5 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Resource Tweaks 1.3.1 Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. QuickTome: Arena Skip 1.3.1 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Bladebender 1.5.6 Harbinger 1.5.5 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Revamped Anorithil 1.5.5 Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 38 / 19% |
Size | huge |
Lifes / Deaths | Killed by netherworm mass at level 9 on the 6th Mirth 122nd year of Ascendancy at 20:51 0 / 9Killed by blade horror at level 9 on the 7th Mirth 122nd year of Ascendancy at 03:05 Killed by Danhan the human at level 18 on the 14th Haze 122nd year of Ascendancy at 19:20 Killed by Danhan the human at level 18 on the 14th Haze 122nd year of Ascendancy at 19:30 Killed by oozing horror at level 20 on the 25th Haze 122nd year of Ascendancy at 14:09 Killed by Glinor the elven guard at level 27 on the 5th Allure 123rd year of Ascendancy at 00:04 Killed by Emeriassra the giant fire ant at level 33 on the 48th Regrowth 123rd year of Ascendancy at 23:59 Killed by naga myrmidon at level 36 on the 12nd Pyre 123rd year of Ascendancy at 01:25 Killed by The One That Writes at level 38 on the 16th Pyre 123rd year of Ascendancy at 17:43 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 70 (base 56) |
Magic | 73 (base 60) |
Willpower | 9 (base 10) |
Cunning | 61 (base 44) |
Resources
Life | -204/971 |
Positive | 161/161 |
Paradox | 310 |
Insanity | 90/100 |
Healing Factor | 1.3750000000001 |
Regeneration | 0.34375000000002 |
Speed
Mental | -12% |
Attack | -12% |
Movement | +36% |
Spell | -12% |
Global | +125% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 42 |
Accuracy | 12 |
Crit Chance | 3% |
APR | 6 |
Speed | 1.14 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 14% |
Speed | 1.1363636363636 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 0% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Darkness | +50% |
Light | +44% |
Temporal | +95% |
Mind | +44% |
All | +31% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +29% |
Fire | +10% |
Temporal | +29% |
Defense: Base
Armour (hardiness) | 79.18858140683 (87%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 18 |
Mental Save | 13 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 68%( 70%) |
Physical | + 30%( 70%) |
Cold | + 36%( 70%) |
All | + 29%( 70%) |
Lightning | + 46%( 70%) |
Light | + 27%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 68%( 70%) |
Fire | + 35%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 5% |
Confusion Resistance | 65% |
Blind Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (4/4)
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 465 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 700% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Chronophage | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Jinxed Touch |
talent | Atrophy |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Twofold Curse |
talent | Grand Oration |
talent | Dig |
detrimental effect | The target is wasting away from entropic forces, taking 18 damage per turn. Entropic Wasting |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is hexed, granting it 35% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | 7 stacks, +21% to all damage dealt. Chaos Orbs |
detrimental effect | The target has been seared by the void, taking 147.00 darkness and 147.00 temporal damage each turn. Voidburn |
detrimental effect | The target has 24 reduced saves and defense, 16% reduced critical chance, and 7% chance to fail talent use. 8 Jinx |
beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 11% feedback damage from all damage done. Empathic Hex |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Yukari Yakumo. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Yukari Yakumo. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Yukari Yakumo. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 130. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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. | 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | pair of drakeskin leather boots 'Anikalthorim' (0 def, 5 armour) pair of drakeskin leather boots 'Anikalthorim' (0 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: Stats +3 Dex +4 Mag +10 Con dps ---------- Mov.spd +20% Res.pen +10% blight ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +15% temporal ---------- misc See.Invis +6 A pair of boots made of leather. |
Light source | Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Tidal Wave: Level 4.0 Pwr.cost 80 out of 32/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 37.40 cold damage and 37.40 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | Eternity's Counter Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal +0% all ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | mule's voratun ring of clarity mule's voratun ring of clarity0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -7% Mind.save +11 (+9 eff.) Confus- +35% ---------- misc Max.enc +32 Rings can have magical properties. |
On fingers | stralite ring of clarity stralite ring of clarity0.1 T4 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +10 (+8 eff.) Confus- +30% Rings can have magical properties. |
Around waist | Mighty Girdle Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | earthen dragonbone starstaff of paradox (30-36 power, 6 apr, temporal element) earthen dragonbone starstaff of paradox (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% temporal ----- def ----- Armour +7 Hardiness +7% Phys.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+5 eff.) Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 103.60 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | silk robe 'Searshaper' (8 def, 5 armour) silk robe 'Searshaper' (8 def, 5 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +13% light +13% mind +10% all Res.pen +10% fire ----- def ----- Armour +5 Defense +8 (+0 eff.) Resists +3% temporal +5% darkness +9% fire +13% mind +9% light Anom.red +10 Max.HP +55.00 ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Olentir' (1 def, 0 armour) linen cloak 'Olentir' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +1% physical +2% all Max.HP +31.00 Blind- +5% Disarm- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
healing infusion of the wizard (heal 203) healing infusion of the wizard (heal 203)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 203 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 562 over 5 turns) regeneration infusion of the titan (heal 562 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 562 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 409 over 5 turns) regeneration infusion of the wizard (heal 409 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 20%; cure mental) wild infusion of the duelist (resist 20%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 30%; cure mental, physical) wild infusion of the sneak (resist 30%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (186.00 temporal damage, removed from time 4 turns) Rune of the Rift (186.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Inflicts 362.78 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 169 for 4 turns) shielding rune of the psychic (absorb 169 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 260 for 4 turns) shielding rune of the titan (absorb 260 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 260 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Unflinching Eye Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +22% Amulets can have magical properties. |
Adelle Adelle0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mov.spd +10% Dmg.mod +11% lightning ----- def ----- Resists +22% lightning ---------- misc Light +3 See.Invis +6 Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
marksman's copper ring of power marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+6 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% ---------- misc Masteries +0.10 Wild-gift/Thunder +0.10 Wild-gift/Supercell Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Victario's Trick Lute (38-49.4 power, 8 apr) Victario's Trick Lute (38-49.4 power, 8 apr)1.0 T4 dagger 1H weapon Reqs Wil 28,Dex 24 [Unique] Nature/Master 'Stay a while, and listen to the grand tales of Victario, the Harbinger of Everlasting Story!' Power 38.0 - 49.4 Physical Uses 35% Dex, 35% Cun, 20% Str Acc+ +0.5% APR / acc Apr +8 Crit +10.0% Atk.spd 100% On Crit: * plays a power chord, dazing the target While equipped: Stats +4 Cun +4 Wil ---------- misc Masteries +0.10 Technique/Battle ballads +0.10 Technique/Performance arts Victario was a famed minstrel whose tales of adventure and heroism entertained thousands in Maj'Eyal. His blessed lute-smaller than most stringed devices-served another purpose as a self-defense weapon to strike down bandits and marauders. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+20 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+0 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd 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. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.83 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
storm hardened leather gloves of butchering (0 def, 2 armour) storm hardened leather gloves of butchering (0 def, 2 armour)1.0 T3 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 8 lightning Dmg.mod +4% lightning Acc +6 (+6 eff.) Apr +8 ----- def ----- Armour +2 Resists +6% blight +6% lightning Spell.save +8 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
138 alchemist agate 138 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
6 aquamarine 6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+7 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+7 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belubrebeth the iron pickaxe (dig speed 28 turns) Belubrebeth the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Apr +3 ----- def ----- Armour +2 Defense +9 (+0 eff.) Rng.Def +9 (+9 eff.) Resists +6% nature Poison- +5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyrylle Cyrylle0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 4 temporal Res.pen +5% temporal Melee Ret 4 temporal 17 fire ----- def ----- Resists +7% fire +9% temporal Blind- +31% Confus- +15% ---------- misc Light +10 See.Stealth +10 See.Invis +8 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (48 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Bladed Rift Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 644.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yukari Yakumo the Cornac Cultist of Entropy level 31
13rd Regrowth 123rd year of Ascendancy at 23:23 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 20
26th Haze 122nd year of Ascendancy at 13:27 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 30
12nd Regrowth 123rd year of Ascendancy at 04:23 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 28
5th Regrowth 123rd year of Ascendancy at 23:09 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 36
6th Pyre 123rd year of Ascendancy at 14:13 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 34
1st Time of Balance 123rd year of Ascendancy at 17:27 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 37
15th Pyre 123rd year of Ascendancy at 04:31 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 33
79th Regrowth 123rd year of Ascendancy at 03:37 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 18
1st Haze 122nd year of Ascendancy at 15:15 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 23
71st Haze 122nd year of Ascendancy at 09:33 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 20
26th Haze 122nd year of Ascendancy at 12:39 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 16:38 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 20
19th Haze 122nd year of Ascendancy at 20:35 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 30
11st Regrowth 123rd year of Ascendancy at 20:26 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 20
26th Haze 122nd year of Ascendancy at 13:27 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 18
71st Dusk 122nd year of Ascendancy at 09:19 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 28
8th Allure 123rd year of Ascendancy at 17:52 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 26
8th Decay 122nd year of Ascendancy at 15:38 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 34
79th Regrowth 123rd year of Ascendancy at 04:32 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 20
26th Haze 122nd year of Ascendancy at 13:27 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 20
26th Haze 122nd year of Ascendancy at 13:27 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 18
2nd Haze 122nd year of Ascendancy at 04:16 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 13
10th Flare 122nd year of Ascendancy at 11:38 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 32
47th Regrowth 123rd year of Ascendancy at 13:37 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 19
19th Haze 122nd year of Ascendancy at 06:33 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 29
11st Regrowth 123rd year of Ascendancy at 20:26 see stats
By Yukari Yakumo the Cornac Cultist of Entropy level 37
15th Pyre 123rd year of Ascendancy at 06:56 see stats
Log
The One That Writes casts Netherblast.
Yukari Yakumo is not dazed anymore.
Yukari Yakumo is ignited by voidfire!
The One That Writes hits Yukari Yakumo for (10 resist armour), 97 temporal, (10 resist armour), 123 darkness (220 total damage).
The One That Writes's Reality Fracture hits Yukari Yakumo for (10 resist armour), 8 temporal, (10 resist armour), 6 darkness (14 total damage).
Yukari Yakumo casts Quantum Tunnelling.
Yukari Yakumo emerges from a space-time rift!
A shield forms around Yukari Yakumo.
Betamira the netherworm mass casts Fearscape Shift.
Yukari Yakumo damages herself through Martyrdom!
Betamira the netherworm mass hits Yukari Yakumo for (10 resist armour), (90 absorbed), 0 fire, (1 resist armour), 0 temporal, (1 resist armour), 0 darkness (0 total damage).
Betamira the netherworm mass hits The One That Writes for 0 fire damage.
Yukari Yakumo's Reality Fracture hits Betamira the netherworm mass for 29 temporal, 21 darkness (50 total damage).
Yukari Yakumo loses 13 health to the entropy.
Your shield crumbles under the damage!
The shield around Yukari Yakumo crumbles.
Talent Infusion: Movement is ready to use.
Talent Switch is ready to use.
Yukari Yakumo damages herself through Martyrdom!
Voidburn from The One That Writes hits Yukari Yakumo for (10 resist armour), (80 absorbed), 0 temporal, (10 resist armour), (21 absorbed), 36 darkness (36 total damage).
Betamira the netherworm mass hits Yukari Yakumo for (1 resist armour), 0 temporal, (1 resist armour), 0 darkness (0 total damage).
Yukari Yakumo's Reality Fracture hits Betamira the netherworm mass for 35 temporal, 16 darkness (50 total damage).
The One That Writes loses 3 health to the entropy.
The One That Writes has survived the entropic gift.
The One That Writes's nether breach hits Yukari Yakumo for (10 resist armour), 20 darkness (20 total damage).
Nihil from Yukari Yakumo hits The One That Writes for 0 temporal damage.
Yukari Yakumo's Reality Fracture hits The One That Writes for 0 temporal, 0 darkness (0 total damage).
The One That Writes casts Essence Reave.
Saving game...