












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Additional Randart Properties 1.5.5 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:
FlexSpec Respec Limitation Relaxer 1.5.5Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Harbinger 1.5.5 Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Xorn Race 1.2.5Xorns, four armed creatures of earth.
Release 0.0.2 "BugFixes Are Go!" + Changed starting equipment + Changed starting text + Added create alchemist gems. + Altered extract gems + Changed the way gem eating talent works. + Fixed Earth Glide Working in the Overworld + Fixed Earth Glide acting as a free teleport + Fixed Quickswap bug + Added Temporary Xorn Paperdoll Released 0.0.3 "Bugfix + Easy Mode" + Fixed racial Alchemist gems costing mana + Removed any class restrictions Prodigy Tweaks 1.5.5 Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist -added talent tree spell/animous -added talent tree cursed/fear -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood) -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger -tweaked other things v a2.6: -fixed onTakeHit superload (thanks to StarKeep) v a2.5: -re-ajusted "sadism" talents cost v a2.4: -fixed exangation dialogue box resolve v a2.3: -preUseTalent and postUseTalent should work well now! v a2.2: -fix of misstyping (preUseTalent) v a2.1: -fixed talents requirement and order for "sadism" talent tree. v a2.0: -talent tree "sadism" unleached !!! v a0.3: -prevented summons to be added to corpse pool (need to be tested) v a0.2: -spellcheck v a0.1: -the backbone are stuffed implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Select your Escorts 1.5.0Allows 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. Instrinsic Deception - No Cloak Needed 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Better Item Description 1.5.5This 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 Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Doomelf |
Class | Adventurer |
Level / Exp | 40 / 53% |
Size | big |
Lifes / Deaths | Killed by fire wyrm at level 10 on the 2nd Summertide 122nd year of Ascendancy at 23:38 6 / 1 |
Primary Stats
Strength | 158 (base 60) |
Dexterity | 105 (base 16) |
Constitution | 86 (base 10) |
Magic | 116 (base 60) |
Willpower | 78 (base 13) |
Cunning | 100 (base 51) |
Resources
Mana | 289/289 |
Equilibrium | 35 |
Steam | 100/100 |
Life | 974/974 |
Psi | 158/158 |
Stamina | 242/242 |
Paradox | 300 |
Healing Factor | 1.4453125 |
Regeneration | 14.814453125 |
Speed
Mental | +21.124306977252% |
Attack | 0% |
Movement | +108.90715975005% |
Spell | +54.802242606689% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 433 |
Accuracy | 124 |
Crit Chance | 108% |
APR | 27 |
Speed | 0.83 |
Offense: Offhand
Damage | 321 |
Accuracy | 124 |
Crit Chance | 108% |
APR | 26 |
Speed | 0.83 |
Offense: Spell
Spellpower | 115 |
Crit Chance | 63% |
Speed | 0.64598547357013 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Blight | +8% |
Arcane | +11% |
Mind | +20% |
All | +2% |
Darkness | +34% |
Light | +17% |
Physical | +14% |
Fire | +23% |
Lightning | +95% |
Offense: Damage Penetration
Darkness | +10% |
Nature | +6% |
Lightning | +86% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 63.8 (110.21739130435%) |
Defense | 49 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 81 |
Mental Save | 65 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 70%( 70%) |
All | + 21%( 70%) |
Darkness | + 66%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 41%( 70%) |
Mind | + 26%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 75%( 75%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 10% |
Poison Resistance | 70% |
Disarm Resistance | 79% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 99% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 10 turns. This enchantment increases your accuracy and armour by 38 and adds 42 arcane damage to all your hits. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 680 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 9 turns. While Heroism is active, you will only die when reaching -932 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced martial enchantments | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane enchantments | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Blazebrand | 2.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Windcutter | 2.20 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Air | 2.20 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Magical combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Lifetide | 2.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 2.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Martial enchantments | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 2.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fungus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Chronomancy / Spacetime Weaving | 2.20 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 2.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 2.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.70 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Arcane veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 2.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Arcane Armor |
talent | Air Stance |
talent | Phase Pulse |
talent | Aura of Fire |
talent | Feather Wind |
talent | Shock Hands |
talent | Elemental Stance |
talent | Arcane Feed |
talent | Mana Focus |
talent | Shadow Feed |
talent | Wind Storm |
talent | Wild Growth |
talent | Chant of Resistance |
talent | Battlesurge |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Corruption of the Doomed |
talent | Inner Power |
talent | Fiery Hands |
talent | Elemental Harmony |
talent | Elemental Destruction |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell) | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 fire 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 girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 154. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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 to join the slavers and take part in their game. You won the ring of blood! You 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
Psionic focus | ![]() 12.0 T5 greatmaul 2H weapon [Unique] ArcaneEnchantment: Weapon Power 96.0 - 144.0 Physical Uses 85% Mag, 140% Str Mastery Enchant Weapon Acc+ +0.1% dam / acc Acc +52 Apr +22 Crit +10.0% Atk.spd 83% Melee+ +35 cold Dmg.conv 20% blight On Hit: * 50% chance to disease * burn your foe dealing 57 damage and igniting the ground for 4 turns * 28% chance to stun the target * Blasts creatures in a radius 1 shockwave around your target for 259.92 to 779.76 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 682.86 to 1365.72 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy Armour Training [Unique] ArcaneEnchantment: Heavy Armour While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Phys.save +21 (+5 eff.) Disarm- +43% ---------- misc Talents +4 Spring Grapple Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +4.0% Atk.spd 125% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 Chain Lightning: Level 6.6 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 264.00 to 792.01 damage and forking to another target. It can hit up to 8 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 138, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 357.78 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T3 head armor Reqs Heavy Armour Training [Unique] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +0% Resists +8% physical Phys.save +21 (+5 eff.) Stun/Frz- +43% ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.7 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 3 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On feet | ![]() 3.0 T3 feet armor Reqs Heavy Armour Training [Rare] ArcaneEnchantment: Heavy Armour While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% blight +6% acid Res.pen +10% acid ----- def ----- Armour +4 Fatigue +0% Resists +20% blight Phys.save +21 (+5 eff.) Pinning- +20% Knockbk- +43% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Cun dps ---------- Dmg.mod +18% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +7% physical Mind.save +30 (+7 eff.) While carried: ---------- misc Talents +1 Dig On Mind Hit: 5% Flamespit 1 Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +16% lightning +17% darkness Acc +10 (+1 eff.) ----- def ----- Resists +32% lightning +6% temporal +37% darkness +6% mind Teleport- +5% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +13 Mag +13 Wil +6 Cun dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Hardiness +5% Resists +6% arcane Spell.save +12 (+2 eff.) Disease- +15% Disarm- +5% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +9% arcane +30% lightning Melee Ret 20 lightning ----- def ----- Resists +6% arcane Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Nature/MasterEnchantment: Weapon Power 44.0 - 61.6 Physical Uses 75% Mag, 100% Str Mastery Enchant Weapon Acc+ +0.4% crit.pwr / acc Acc +43 Apr +6 Crit +5.0% Atk.spd 100% Melee+ +25 cold On Hit: * 20% chance to daze at end of turn * 20% chance to stun the target On Crit: * project a beam of lightning While equipped: Stats +3 Str +2 Dex +2 Mag +4 Wil +1 Cun +2 Con dps ---------- Phys.crit +5.0% Crit.mult +15.00% Res.pen +12% lightning Apr +6 Sharp, long, and deadly. This object's appearance was changed to voratun longsword. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +4 Cun +3 Con +7 Lck dps ---------- Phys.pwr +7 (+0 eff.) ----- def ----- Phys.save +11 (+3 eff.) Stealth +10 ---------- misc T.Disarm +14 Infravis +5 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 longsword 1H weapon [Ego++] Arcane/NatureEnchantment: Weapon Power 36.0 - 50.4 Physical Uses 75% Mag, 100% Str Mastery Enchant Weapon Acc+ +0.4% crit.pwr / acc Acc +43 Apr +5 Crit +4.5% Atk.spd 100% Melee+ +25 cold On Hit: * 20% chance to daze at end of turn * 20% chance to stun the target On Crit: * project a beam of lightning While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil +3 Cun +2 Con dps ---------- Res.pen +6% nature +5% lightning ----- def ----- Resists +6% all Sharp, long, and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Wil +4 Cun dps ---------- Spell.crit +6% Acc +4 (+0 eff.) Apr +8 ----- def ----- Defense +3 (+1 eff.) Resists +0% lightning Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego++] Arcane/Nature/PsionicEnchantment: Heavy Armour While equipped: Stats +3 Str +6 Wil +6 Cun +3 Con ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +5% Resists +6% acid +10% physical +10% cold +5% lightning +7% fire Dmg.red +21 all Phys.save +21 (+5 eff.) Mind.save +22 (+5 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Disarm- +31% Stun/Frz- +24% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 228% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T5 rune scroll [Unique] 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: You will have to try it to discover what it does. Inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 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.) |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Arcane/PsionicEnchantment: Weapon Power 49.0 - 78.4 Physical Uses 78% Mag, 129% Str Mastery Enchant Weapon Acc+ +0.4% crit.pwr / acc Acc +38 Apr +9 Crit +9.0% Atk.spd 100% Melee+ +77 light +49 darkness On Hit: * 9% chance to stun or confuse the target * 28% chance to stun the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Nature/PsionicEnchantment: Weapon Power 60.0 - 96.0 Physical Uses 85% Mag, 120% Str Mastery Enchant Weapon Acc+ +0.4% crit.pwr / acc Acc +55 Apr +4 Crit +5.0% Atk.spd 100% HP.leech +10% Melee+ +35 fire On Hit: * 27% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Str +6 Dex +5 Mag +5 Wil +3 Cun +3 Con dps ---------- Res.pen +13% lightning Massive two-handed swords. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 71.0 - 99.4 Physical Uses 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +15% nature ----- def ----- Resists +9% nature On Mind Hit: 5% Slime Spit 1 Blunt and deadly. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 14.0 T2 heavy armor Reqs Heavy Armour Training [Rare] Arcane/MasterEnchantment: Heavy Armour While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) S.pwr/crit +10 Dmg.mod +6% arcane ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +0% Resists +6% physical Dmg.red +18 all Phys.save +28 (+7 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of mail. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 3.0 T5 head armor Reqs Heavy Armour Training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire When used as a pommel gem: +6% life leech. 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire When used as a pommel gem: +4 critical hit chance. 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire When used as a pommel gem: Damage burst on hit (radius 1): +25 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. 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 When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning When used as a pommel gem: Talent on hit: 10% chance to cast Golem Eye Beam level 3. This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning When used as a pommel gem: Talent on hit: 10% chance to cast Chain Lightning level 4. Air currents swirl around this bright blue jewel. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Map surroundings within range 20. Uses 30 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 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. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.crit +5% Mind.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +15% acid Res.pen +5% acid ----- def ----- Resists +8% blight +10% darkness ---------- misc Psi/kill +6.00 Light +3 Infravis +5 See.Invis +10 Telepathy Demon/Minor Demon/Major The wearer is treated as an undead. The wearer no longer has to breathe. On Mind Hit: 10% Slime Spit 1 Retch: Puts all charms on 30 cooldown Level 3.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 12 turns, and deals 45 blight damage or heals 63 life. Creatures standing in the retch also have 18% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +8% blight +7% cold +8% darkness +7% temporal Def/telep +14 Res/telep +12% Dur/telep +19% ---------- misc Light +3 Infravis +4 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 12 turns, and deals 45 blight damage or heals 63 life. Creatures standing in the retch also have 18% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 677.28 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. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal ---------- misc Masteries +0.20 Spell/Void Release a burst of void energy. Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 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. |
Achievements
By Falerim the Doomelf Adventurer level 33
59th Regrowth 123rd year of Ascendancy at 21:20 see stats
By Falerim the Doomelf Adventurer level 19
47th Dusk 122nd year of Ascendancy at 06:27 see stats
By Falerim the Doomelf Adventurer level 27
9th Haze 122nd year of Ascendancy at 17:04 see stats
By Falerim the Doomelf Adventurer level 31
64th Haze 122nd year of Ascendancy at 12:39 see stats
By Falerim the Doomelf Adventurer level 36
3rd Pyre 123rd year of Ascendancy at 09:18 see stats
By Falerim the Doomelf Adventurer level 35
80th Regrowth 123rd year of Ascendancy at 12:05 see stats
By Falerim the Doomelf Adventurer level 33
64th Regrowth 123rd year of Ascendancy at 13:22 see stats
By Falerim the Doomelf Adventurer level 14
11st Dusk 122nd year of Ascendancy at 22:30 see stats
By Falerim the Doomelf Adventurer level 34
66th Regrowth 123rd year of Ascendancy at 22:39 see stats
By Falerim the Doomelf Adventurer level 29
28th Haze 122nd year of Ascendancy at 07:21 see stats
By Falerim the Doomelf Adventurer level 32
14th Regrowth 123rd year of Ascendancy at 02:09 see stats
By Falerim the Doomelf Adventurer level 17
44th Dusk 122nd year of Ascendancy at 03:55 see stats
By Falerim the Doomelf Adventurer level 29
42nd Haze 122nd year of Ascendancy at 06:24 see stats
By Falerim the Doomelf Adventurer level 33
62nd Regrowth 123rd year of Ascendancy at 11:04 see stats
By Falerim the Doomelf Adventurer level 5
77th Pyre 122nd year of Ascendancy at 20:12 see stats
By Falerim the Doomelf Adventurer level 19
47th Dusk 122nd year of Ascendancy at 05:25 see stats
By Falerim the Doomelf Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 08:12 see stats
By Falerim the Doomelf Adventurer level 20
54th Dusk 122nd year of Ascendancy at 22:15 see stats
By Falerim the Doomelf Adventurer level 30
50th Haze 122nd year of Ascendancy at 20:55 see stats
By Falerim the Doomelf Adventurer level 40
37th Pyre 123rd year of Ascendancy at 03:08 see stats
By Falerim the Doomelf Adventurer level 33
54th Regrowth 123rd year of Ascendancy at 11:38 see stats
By Falerim the Doomelf Adventurer level 20
55th Dusk 122nd year of Ascendancy at 20:16 see stats
By Falerim the Doomelf Adventurer level 38
30th Pyre 123rd year of Ascendancy at 00:57 see stats
By Falerim the Doomelf Adventurer level 15
22nd Dusk 122nd year of Ascendancy at 06:51 see stats
By Falerim the Doomelf Adventurer level 28
13rd Haze 122nd year of Ascendancy at 15:13 see stats
By Falerim the Doomelf Adventurer level 33
65th Regrowth 123rd year of Ascendancy at 20:43 see stats
By Falerim the Doomelf Adventurer level 29
28th Haze 122nd year of Ascendancy at 07:21 see stats
By Falerim the Doomelf Adventurer level 19
49th Dusk 122nd year of Ascendancy at 10:45 see stats
By Falerim the Doomelf Adventurer level 34
66th Regrowth 123rd year of Ascendancy at 23:41 see stats
By Falerim the Doomelf Adventurer level 19
47th Dusk 122nd year of Ascendancy at 06:27 see stats
By Falerim the Doomelf Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 21:27 see stats
By Falerim the Doomelf Adventurer level 36
2nd Pyre 123rd year of Ascendancy at 22:58 see stats
By Falerim the Doomelf Adventurer level 16
35th Dusk 122nd year of Ascendancy at 07:25 see stats
By Falerim the Doomelf Adventurer level 18
44th Dusk 122nd year of Ascendancy at 20:00 see stats
By Falerim the Doomelf Adventurer level 15
26th Dusk 122nd year of Ascendancy at 13:41 see stats
By Falerim the Doomelf Adventurer level 28
11st Haze 122nd year of Ascendancy at 06:46 see stats
By Falerim the Doomelf Adventurer level 21
67th Dusk 122nd year of Ascendancy at 11:24 see stats
By Falerim the Doomelf Adventurer level 26
9th Haze 122nd year of Ascendancy at 11:15 see stats
By Falerim the Doomelf Adventurer level 38
31st Pyre 123rd year of Ascendancy at 11:13 see stats
Log
Saving game...
Saving done.
Falerim deactivates Shadow Feed.
Falerim deactivates Wild Growth.
Falerim deactivates Arcane Combat.
Falerim deactivates Inner Power.
Falerim deactivates Wind Storm.
Falerim deactivates Feather Wind.
Falerim deactivates Battlesurge.
Falerim deactivates Arcane Stamina.
Falerim deactivates Aura of Fire.
Falerim deactivates Corruption of the Doomed.
Falerim's Corruption of the Doomed has been deactivated!
Falerim deactivates Shadow Combat.
Falerim deactivates Elemental Harmony.
Falerim deactivates Mana Focus.
Falerim deactivates Hymn of Shadows.
Falerim deactivates Phase Pulse.
Falerim deactivates Fiery Hands.
Falerim deactivates Chant of Resistance.
Falerim deactivates Arcane Feed.
Falerim deactivates Shock Hands.
Falerim deactivates Augmentation.
Falerim deactivates Air Stance.
Falerim deactivates Elemental Destruction.
Falerim activates Elemental Destruction.
Falerim deactivates Elemental Stance.
Falerim deactivates Spellsword Combat.
Falerim deactivates Elemental Destruction.
Falerim deactivates Arcane Armor.