









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Possessor Bonus Class 1.7.0Donators/Buyers bonus! No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official 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:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Everyone Options 1.4.5Starts characters off with category points instead of categories known. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Phantom Warrior Class 1.7.0Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Resonably Generous Levels 1.6.7Is resonably generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (9 at level 2) and (6 at level 3 to 15) Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: High Guard 1.7.0Adds 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 Items Vault 1.7.0Donators/Buyers bonus! Grove Keeper 1.7.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Better Item Description 1.7.2This 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 White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Forbidden Cults 1.7.0Official 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.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Berserker |
Level / Exp | 38 / 13% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 125 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 105 (base 60) |
Magic | 104 (base 60) |
Willpower | 88 (base 60) |
Cunning | 83 (base 60) |
Resources
Life | 1915/1954 |
Mana | 76/566 |
Stamina | 266/266 |
Paradox | 335 |
Healing Factor | 1.5182089082943 |
Regeneration | 127.36326807043 |
Speed
Mental | -40% |
Attack | -30% |
Movement | +126.72217886428% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 18 |
See Stealth | 199.37604905888 |
See Invisible | 293.0007777046 |
Offense: Mainhand
Damage | 606 |
Accuracy | 117 |
Crit Chance | 242% |
APR | 4 |
Speed | 1.67 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 100% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 58% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Mind | +1410065419% |
Light | +1410065419% |
Cold | +1410065422% |
Blight | +1410065461% |
Arcane | +1410065451% |
Fire | +1410065462% |
All | +1410065407% |
Offense: Damage Penetration
Lightning | +10% |
Blight | +20% |
Mind | +15% |
Fire | +5% |
All | +5% |
Defense: Base
Armour (hardiness) | -75.558774998672 (100%) |
Defense | 105 |
Ranged Defense | 121 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 81 |
Mental Save | 46 |
Defense: Resistances
Lightning | + 70%( 70%) |
Mind | + 34%( 70%) |
Nature | + 25%( 70%) |
Blight | + 18%( 70%) |
Physical | + 35%( 70%) |
Cold | + 62%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Inflicts 42670000422.43 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. |
Class Talents
Technique / Bloodthirst | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 4.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Halfling | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Berserker Rage |
talent | Arcane Combat |
talent | Keen Senses |
talent | Thunderstorm |
talent | Shattering Impact |
talent | Precise Strikes |
talent | Onslaught |
talent | Feather Wind |
talent | Premonition |
talent | Contingency |
talent | Daunting Presence |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 109. Militant Mind |
beneficial effect | The thrill of combat improves the target's maximum life by 26%, life regeneration by 64.06, and stamina regeneration by 12.81. Bloodbath |
detrimental effect | Ethereal Form bonuses reduced by 20% Ethereal Form |
beneficial effect | Increases defense by 41. Mobile Defense |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 41. Exposed |
beneficial effect | Reduces lightning damage received by 60%. Premonition Shield |
beneficial effect | Increases critical hit chance by 1%. Berserker Rage |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 132. Intimidated |
detrimental effect | Resets Rush cooldown if killed. Steamroller |
detrimental effect | The target's armour and saves are broken, reducing them by 97. Sunder Armour |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 |
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 successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | 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 Shardskin. * 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 |
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 Prox 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: 378. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals -1959934490 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 45.0 - 54.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +11 Crit +11.5% Capacity 18 Proj.spd +200% Ranged+ +17 darkness Against +10% Living Shots are used with slings to pummel your foes to death. This object's appearance was changed to Invisible. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 8 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 16686866799.24 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 16686866799.24 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +7 Mag +7 Wil +8 Con dps ---------- Spell.crit +5% Dmg.mod +17% blight +20% arcane +12% mind Res.pen +5% lightning Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +5 Fatigue +5% Resists +3% mind Skullcracker: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72071297934.2 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 16 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 1603788666.36 cold and 1603788663.96 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 19 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Elemental Surge You have set the ring to grant you Elemental Surge! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con +6 Lck dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Phys.save +8 (+3 eff.) Stealth +8 ---------- misc T.Disarm +12 Infravis +4 Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane/Master Power 82.0 - 123.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +21 cold Massive two-handed mauls. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +11 Con dps ---------- Phys.crit +12.0% Spell.crit +7% Mind.crit +10% Crit.mult +7.00% ----- def ----- Armour +11 Hardiness +8% Fatigue +5% Resists +5% physical Unarmed combat: Power 33.5 - 46.9 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +15.0% Atk.spd 83% On Hit: 5% Stone Touch 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Invisible. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 5 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This object's appearance was changed to Therapeutic Platemail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +7 Wil +2 Cun dps ---------- Crit.mult +20.00% Mind.pwr +15 (+4 eff.) Res.pen +15% blight +10% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+2 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Crit.mult +13.00% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +8% fire +24% arcane +12% light ---------- misc Max.vim +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% darkness +4% temporal +5% light +4% physical Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +5% nature ----- def ----- Armour +6 ---------- misc Equi/ret +0.12 Psi/ret +0.04 Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +10% acid ----- def ----- Armour +8 Defense +5 (+0 eff.) Resists +6% lightning +6% temporal +12% mind Die.at -40.00 life Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+5 eff.) S.pwr/crit +7 Dmg.mod +25% darkness ---------- misc Mana/turn +0.40 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +19 (+4 eff.) Dmg.mod +30% blight ---------- misc Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 14.3 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 199% damage. If the attack hits, the target's armour and saves are reduced by 59 for 14 turns. Also if the target is protected by a temporary damage shield there is 97% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature/Master Power 53.5 - 80.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +27 acid +12 nature While equipped: dps ---------- Res.pen +7% acid +20% nature Apr +12 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 44.5 - 66.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 light +17 cold Against +19% Undead Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 55.5 - 83.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 34 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Disease- +20% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.5 - 58.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 124 damage Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 49.5 - 79.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 207 damage over 5 turns and reducing armor and accuracy by 26 * Wound the target dealing 483 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +13 (+2 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 62.5 - 100.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +17 fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Master Power 66.0 - 105.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. This object's appearance was changed to steel greatsword. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 40% Wil, 60% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 5.5 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Master Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +22.00% Res.pen +9% physical Acc +13 (+3 eff.) Apr +18 One-handed war axes. |
![]() 2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +5% blight +7% all Max.HP +40.00 HP.reg +1.60 Heal.mod +13% Poison- +21% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +12% darkness +13% mind +13% all Phys.save +14 (+5 eff.) Spell.save +12 (+2 eff.) Mind.save +28 (+9 eff.) Silence- +36% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +16% temporal +16% arcane +26% mind ----- def ----- Resists +26% mind +15% all ---------- misc Max.mana +77.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 10 acid 10 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +10% acid +14% fire Max.HP +20.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% temporal Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce armor by 44% ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight +15% arcane +6% light ----- def ----- Resists +3% blight Anom.red +13 Max.HP +77.00 ---------- misc Max.mana +48.00 Max.stam +40.00 Max.hate +12.00 Max.psi +26.00 Max.vim +26.00 Max.P.En +23.00 Max.N.En +30.00 Light +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% nature Acc +15 (+3 eff.) ----- def ----- Defense +32 (+5 eff.) Resists +6% fire Phys.save +6 (+2 eff.) Max.HP +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+0 eff.) Resists +18% acid +3% fire +3% cold Die.at -20.00 life HP.reg +3.00 Heal.mod +11% Confus- +10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Wil +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +5 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +10 (+3 eff.) Rush: Puts all charms on 8 cooldown Level 14.3 Pwr.cost 8 out of 25/25. Range 14 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 8 cooldown Level 14.3 Pwr.cost 8 out of 25/25. Range 14 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Frost Treads. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +2 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +5 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Unarmed combat: Power 11.5 - 12.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 70% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+1 eff.) Melee+ 8 light Dmg.mod +7% light ----- def ----- Armour +3 Fatigue +5% Resists +10% light Unarmed combat: Power 38.0 - 53.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 20% Searing Light 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Spell.pwr +30 (+7 eff.) S.pwr/crit +10 Dmg.mod +15% lightning +9% blight Res.pen +25% blight Acc +20 (+4 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +22% lightning Phys.save +9 (+3 eff.) A pointy cloth hat, very wizardly... This object's appearance was changed to rough leather hat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 10 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2017/2021 A set of 2021 tiny explosive spheres. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Masteries +0.30 Spell/Chill +0.30 Spell/Frost Release a will o' the wisp that will explode against your foes for 1385229287 cold damage (based on your Magic). Uses 7 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Light +7 See.Stealth +16 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +7% light Affinity +5% darkness Blind- +25% Confus- +12% ---------- misc Light +8 Infravis +3 See.Stealth +13 See.Invis +7 Track: Puts all charms on 13 cooldown Level 27.3 Pwr.cost 13 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 65 for 17 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 22 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 4 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 63 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. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 98 Armor: 4 All Resist: 0 Puts all charms on 8 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
Achievements
By I'M CHEATING the Halfling Berserker level 29
6th Pyre 123rd year of Ascendancy at 14:45 see stats
By I'M CHEATING the Halfling Berserker level 29
4th Pyre 123rd year of Ascendancy at 20:56 see stats
By I'M CHEATING the Halfling Berserker level 35
34th Dusk 123rd year of Ascendancy at 02:39 see stats
By I'M CHEATING the Halfling Berserker level 34
28th Dusk 123rd year of Ascendancy at 13:19 see stats
By I'M CHEATING the Halfling Berserker level 8
53rd Dusk 122nd year of Ascendancy at 08:37 see stats
By I'M CHEATING the Halfling Berserker level 32
37th Pyre 123rd year of Ascendancy at 07:52 see stats
By I'M CHEATING the Halfling Berserker level 15
3rd Allure 123rd year of Ascendancy at 07:11 see stats
By I'M CHEATING the Halfling Berserker level 19
63rd Regrowth 123rd year of Ascendancy at 06:29 see stats
By I'M CHEATING the Halfling Berserker level 16
4th Allure 123rd year of Ascendancy at 16:44 see stats
By I'M CHEATING the Halfling Berserker level 31
35th Pyre 123rd year of Ascendancy at 20:51 see stats
By I'M CHEATING the Halfling Berserker level 18
34th Regrowth 123rd year of Ascendancy at 08:57 see stats
By I'M CHEATING the Halfling Berserker level 37
34th Dusk 123rd year of Ascendancy at 02:45 see stats
By I'M CHEATING the Halfling Berserker level 31
29th Pyre 123rd year of Ascendancy at 11:42 see stats
By I'M CHEATING the Halfling Berserker level 10
2nd Haze 122nd year of Ascendancy at 20:43 see stats
By I'M CHEATING the Halfling Berserker level 20
63rd Regrowth 123rd year of Ascendancy at 06:30 see stats
By I'M CHEATING the Halfling Berserker level 30
14th Pyre 123rd year of Ascendancy at 13:49 see stats
By I'M CHEATING the Halfling Berserker level 10
2nd Haze 122nd year of Ascendancy at 23:13 see stats
By I'M CHEATING the Halfling Berserker level 6
10th Mirth 122nd year of Ascendancy at 01:23 see stats
By I'M CHEATING the Halfling Berserker level 7
3rd Flare 122nd year of Ascendancy at 05:29 see stats
By I'M CHEATING the Halfling Berserker level 30
28th Pyre 123rd year of Ascendancy at 10:03 see stats
By I'M CHEATING the Halfling Berserker level 6
10th Mirth 122nd year of Ascendancy at 01:23 see stats
By I'M CHEATING the Halfling Berserker level 6
10th Mirth 122nd year of Ascendancy at 01:23 see stats
By I'M CHEATING the Halfling Berserker level 33
38th Pyre 123rd year of Ascendancy at 00:13 see stats
By I'M CHEATING the Halfling Berserker level 6
10th Mirth 122nd year of Ascendancy at 01:29 see stats
By I'M CHEATING the Halfling Berserker level 14
2nd Allure 123rd year of Ascendancy at 14:02 see stats
By I'M CHEATING the Halfling Berserker level 6
10th Mirth 122nd year of Ascendancy at 01:23 see stats
By I'M CHEATING the Halfling Berserker level 10
7th Haze 122nd year of Ascendancy at 22:53 see stats
By I'M CHEATING the Halfling Berserker level 20
63rd Regrowth 123rd year of Ascendancy at 07:25 see stats
By I'M CHEATING the Halfling Berserker level 26
3rd Pyre 123rd year of Ascendancy at 20:31 see stats
By I'M CHEATING the Halfling Berserker level 17
32nd Regrowth 123rd year of Ascendancy at 05:20 see stats
By I'M CHEATING the Halfling Berserker level 27
4th Pyre 123rd year of Ascendancy at 06:48 see stats
Log
I'M CHEATING shrugs off Doomed Shade of I'M CHEATING's 'Epidemic'!
The shattering blow creates a shockwave!
I'M CHEATING resists the terror!
I'M CHEATING is crippled.
I'M CHEATING is disarmed!
Melee retaliation hits Doomed Shade of I'M CHEATING for (22 flat reduction), 0 mind (0 total damage).
Doomed Shade of I'M CHEATING hits The One That Hunts for 0 physical, 0 arcane (0 total damage).
Doomed Shade of I'M CHEATING hits I'M CHEATING for (22 flat reduction), 0 physical, (22 flat reduction), 0 blight, (22 flat reduction), 0 arcane (0 total damage).
The protective shield of I'M CHEATING disappears.
I'M CHEATING's spell attains critical power!
I'M CHEATING's spell attains critical power!
I'M CHEATING rearms.
I'M CHEATING has recovered!
Doomed Shade of I'M CHEATING's spell attains critical power!
I'M CHEATING casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Doomed Shade of I'M CHEATING's spell attains critical power!
Thunderstorm hits The One That Hunts for 0 lightning damage.
Thunderstorm hits I'M CHEATING for (22 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Doomed Shade of I'M CHEATING for (22 flat reduction), 0 lightning, (22 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits The One That Hunts for 0 lightning, 0 lightning (0 total damage).
The One That Hunts casts Crumble.
The One That Hunts hits I'M CHEATING for (22 flat reduction), 0 darkness (0 total damage).
The One That Hunts's morale has been lowered.
The One That Hunts's morale has been lowered.
The furious lightning storm around I'M CHEATING calms down and disappears.
I'M CHEATING no longer revels in blood quite so much.
I'M CHEATING's rage subsides!