Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Additional Randart Properties 1.5.10 Miscellaneous QOL Pack 1.6.0 Ashes of Urh'Rok 1.6.0Official 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:
Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.6.0Combines 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 Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Arena to Infinite Dungeon 1.5.2Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. Items Vault 1.6.0Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Slow Tweak 1.4.9Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored. This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon. CON Buff 1.5.10Con gives die_at for undead. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Forbidden Cults 1.6.0Official 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 | Madness Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 83 / 88% |
Size | big |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 34 on the 11st Wealth 122nd year of Ascendancy at 07:39 6 / 2Killed by Emewe the storm drake hatchling at level 34 on the 11st Wealth 122nd year of Ascendancy at 07:44 |
Primary Stats
Strength | 259.81128323748 (base 32) |
Dexterity | 316.62256647497 (base 132) |
Constitution | 171.62256647497 (base 12) |
Magic | 225.81128323748 (base 132) |
Willpower | 219.62256647496 (base 132) |
Cunning | 226.62256647497 (base 132) |
Resources
Mana | 1410/1410 |
Negative | 271/271 |
Life | 11570/11570 |
Paradox | 600 |
Hate | 80/112 |
Equilibrium | 45 |
Vim | 522/522 |
Steam | 100/100 |
Positive | 236/236 |
Stamina | 727/727 |
Psi | 400/400 |
Healing Factor | 1.7527180799593 |
Regeneration | 77.8663021553 |
Speed
Mental | +36.504642596268% |
Attack | 0% |
Movement | +58.261420981204% |
Spell | +39.339821546953% |
Global | +120% |
Vision
Sight | 13 |
Lite | 16 |
Infravision | 16 |
See Stealth | 123.46653169507 |
See Invisible | 139.08909817004 |
Offense: Mainhand
Damage | 674 |
Accuracy | 118 |
Crit Chance | 138% |
APR | 61 |
Speed | 0.73 |
Offense: Offhand
Damage | 495 |
Accuracy | 118 |
Crit Chance | 140% |
APR | 61 |
Speed | 0.73 |
Offense: Spell
Spellpower | 128 |
Crit Chance | 75% |
Speed | 0.71766993017357 |
Offense: Mind
Mindpower | 129 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Physical | +79% |
Cold | +17% |
All | +10% |
Darkness | +62% |
Light | +71% |
Temporal | +16% |
Lightning | +41% |
Fire | +109% |
Mind | +67% |
Offense: Damage Penetration
Acid | +70% |
Nature | +20% |
Temporal | +30% |
Blight | +10% |
Physical | +73% |
Fire | +38% |
All | 0% |
Defense: Base
Armour (hardiness) | 608.15408434586 (98.681318681319%) |
Defense | 117 |
Ranged Defense | 119 |
Fatigue | 33 |
Physical Save | 110 |
Spell Save | 115 |
Mental Save | 104 |
Defense: Resistances
Acid | + 80%( 85%) |
Blight | + 84%( 85%) |
Physical | + 82%( 93%) |
Cold | + 85%( 85%) |
All | + 56%( 85%) |
Lightning | + 85%( 85%) |
Light | + 75%( 85%) |
Mind | + 65%( 85%) |
Darkness | + 98%( 98%) |
Fire | + 85%( 85%) |
Nature | + 80%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.9 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 247 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 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 1229 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 73%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 372% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 8/5 |
| 4/5 |
| 8/5 |
| 1/5 |
Spell / Eldritch shield | 1.00 |
| 5/5 |
| 8/5 |
| 5/5 |
| 8/5 |
Steamtech / Furnace | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Combat | 1.00 |
| 8/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 8/5 |
Spell / Necrosis | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 2/5 |
Wild-gift / Earthen vines | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Absorption | 1.10 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 8/5 |
| 1/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 8/5 |
| 4/5 |
| 8/5 |
Technique / Shield defense | 1.00 |
| 8/5 |
| 5/5 |
| 8/5 |
| 3/5 |
Wild-gift / Earthen power | 1.00 |
| 8/5 |
| 2/5 |
| 7/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 8/5 |
| 3/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 8/5 |
| 8/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 8/5 |
| 8/5 |
| 0/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Corruption / Torment | 1.00 |
| 8/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Race / Dwarf | 1.00 |
| 6/5 |
| 6/5 |
| 8/5 |
| 0/5 |
Technique / Gladiator | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 6/5 |
| 7/5 |
| 8/5 |
| 8/5 |
Cursed / Cursed aura | 2.00 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.00 |
| 8/5 |
| 1/5 |
| 8/5 |
| 5/5 |
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 8/5 |
| 5/5 |
| 8/5 |
| 6/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shadow Combat |
talent | Weapon of Light |
talent | Shards |
talent | Battle Frenzy |
talent | Insidious Poison |
talent | Volatile Poison |
talent | Melting Point |
talent | Chant of Resistance |
talent | Abyssal Shield |
talent | Exploit Weakness |
talent | Gloom |
talent | Blurred Mortality |
talent | Fiery Hands |
talent | Furnace |
talent | Apply Poison |
talent | Shield Wall |
talent | Shock Hands |
talent | Hardened Core |
talent | Beyond the Flesh |
talent | Hymn Nocturnalist |
talent | Blood Vengeance |
talent | Thermal Shield |
talent | Overkill |
talent | Stone Vines |
talent | Daunting Presence |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Eldritch Infusion |
talent | Second Life |
talent | Kinetic Shield |
talent | Shadow Feed |
talent | Elemental Discord |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.8)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 88% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.8% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 24% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 24% for 3 turns. |
beneficial effect | Countering melee attacks: Has a 62% chance to get an automatic counter attack when avoiding a melee attack. (3.2 counters remaining) Counter Attacking |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+24% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.8)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 5) when you fall below 50% health Power 4+: Reprieve from Death: Humanoids you slay have a 44% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +10 Physical Resistance, +8 Maximum Physical Resistance Power 2+: -1 Luck, +17 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 153 mind and 149 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 15 nightmare (summon Terrors and chances to slow, deal 232 Mind damage, and deal 225 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+51% chance to avoid traps). Power 2+: -1 Luck, +13 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+20% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 56% if the increase would be enough to kill your opponent. |
Quests
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 failed to protect the lone alchemist from death by Rebion. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Xikira the black bear. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. * The fortress shadow has asked that you find the lost staff of the Sher'Tul mage Caldizar, along with at least 250 energy, to re-enable the Yiilkgur's flight systems. The fortress's current energy level is: 1296. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed ice ant stinger. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. * You've found the needed faerlhing fang. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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! | active |
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 |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Quiver | The Titan's Quiver (Shrouds) (18/18, 174% power, 20 apr) The Titan's Quiver (Shrouds) (18/18, 174% power, 20 apr)Requires: Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 120% Wil, 50% Mag, 57% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall Curse of Shrouds These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
On hands | radiant dwarven-steel gauntlets of the juggernaut (Nightmares) (0 def, 2 armour) radiant dwarven-steel gauntlets of the juggernaut (Nightmares) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 light Changes stats: +3 Con Changes resistances: +7% light Changes damage: +6% light Talent granted: +5 Iron Grip Physical save: +22 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +128% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 86% Wil, 86% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +13 physical Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Adylewe the Glowschism (Nightmares) Adylewe the Glowschism (Nightmares) Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +5 Cun Changes resistances: +13% light Changes damage: +15% mind / +26% light / +10% darkness Damage affinity(heal): +5% darkness Mental save: +9 (+2 eff.) Mana each turn: +0.08 Hate per kill: +4.00 Spellpower: +9 (+1 eff.) Mindpower: +25 (+3 eff.) Light radius: +12 Infravision radius: +4 See stealth: +10 Curse of Nightmares It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 5.2 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 592.39 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steam Powered Helm (Corpses) (3 def, 12 armour) Steam Powered Helm (Corpses) (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses A Helmet. But with steam power! |
On feet | Steam Powered Boots (Misfortune) (8 def, 15 armour) Steam Powered Boots (Misfortune) (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +15 (+3 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Curse of Misfortune Boots. But with steam power! |
Tool | Yvirana the dragonbone wand of lightning storm (Madness) [power 510] (11 cooldown) Yvirana the dragonbone wand of lightning storm (Madness) [power 510] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 38% chance to reduce armor by 0% * 38 arcane resource burn Damage (Melee): 24 mind Damage when hit (Melee): 12 mind Changes resistances: +36% lightning / +51% cold Changes resistances penetration: +30% acid Changes damage: +42% mind Hate per kill: +12.00 Psi per kill: +12.00 Maximum psi: +90.00 Curse of Madness It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 144 lightning damage and will be dazed for 1 turn (720 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate (Misfortune) Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 16 arcane Changes stats: +9 Str / +4 Cun / +10 Con Changes resistances: +15% nature / +15% blight Changes damage: +8% all Poison immunity: +30% Disease immunity: +30% Hate per kill: +4.00 Maximum hate: +8.00 Spellpower: +18 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Can be unequipped or rerolled. Curse of Misfortune It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Ce'Neravea (Misfortune) Ce'Neravea (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +45 (+8 eff.) Physical crit. chance: +10.0% Defense: +56 (+9 eff.) Effects on melee hit: * 38% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 40 acid / 32 temporal Changes stats: +13 Dex / +8 Wil Changes resistances: +27% blight Changes resistances penetration: +30% acid / +25% physical / +30% temporal Changes damage: +18% physical Mental save: +16 (+3 eff.) Curse of Misfortune Rings can have magical properties. |
Around neck | Eiliniba the Scaldpython (Corpses) Eiliniba the Scaldpython (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Mag / +4 Wil Changes resistances: +9% acid / +21% fire Changes resistances penetration: +10% acid / +10% fire Changes damage: +13% acid / +7% physical / +7% darkness / +7% light / +6% temporal / +13% fire / +7% cold / +6% lightning Mental save: +8 (+2 eff.) Confusion immunity: +25% Spellpower: +11 (+1 eff.) Spell crit. chance: +11% Mindpower: +12 (+2 eff.) Curse of Corpses Amulets can have magical properties. |
In main hand | voratun shield 'Rootrock' (Shrouds) (0 def, 10 armour, 100% power, 199.5 block) voratun shield 'Rootrock' (Shrouds) (0 def, 10 armour, 100% power, 199.5 block)Requires: - Shield usage training Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 154% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 When this weapon hits: Call of the Ooze (5% chance level 2). When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 28 cold Damage when hit (Melee): 14 ice Changes stats: +1 Wil Changes resistances: +51% fire Changes resistances penetration: +20% nature Talent granted: +1 Block Critical mult.: +5.00% Mana each turn: +0.04 Maximum vim: +10.00 Curse of Shrouds Handheld deflection devices. |
Around waist | Xanetha the drakeskin leather belt (Nightmares) Xanetha the drakeskin leather belt (Nightmares) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +23 (+4 eff.) Damage when hit (Melee): 8 acid Changes stats: +2 Wil Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +10% blight / +20% physical Changes damage: +25% physical Talent mastery: +0.10 Psionic / Absorption Physical save: +25 (+4 eff.) Mana each turn: +0.20 Infravision radius: +3 See invisible: +12 Slows Projectiles: +25% Curse of Nightmares A belt that goes around your waist. |
In off hand | Blackfire Aegis (Corpses) (8 def, 18 armour, 100% power, 235 block) Blackfire Aegis (Corpses) (8 def, 18 armour, 100% power, 235 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stats: 154% Wil, 50% Mag Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) Curse of Corpses This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | Emabrevena (Nightmares) (28 def, 13 armour) Emabrevena (Nightmares) (28 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +28 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Damage (Melee): 4 mind Changes resistances: +6% lightning / +23% light / +3% darkness / +25% fire / +40% nature / +55% cold Stealth bonus: +15 Physical save: +14 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Isluda' (Nightmares) (0 def, 42 armour) voratun plate armour 'Isluda' (Nightmares) (0 def, 42 armour) Requires: - Massive armour training Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Fatigue: +13% Damage when hit (Melee): 50 physical Changes stats: +3 Str / +5 Wil / +4 Con Changes resistances: +21% blight / +9% cold / +30% darkness Physical save: +7 (+1 eff.) Maximum life: +81.00 Maximum hate: +4.00 Maximum psi: +30.00 Mental crit. chance: +4% Light radius: +1 Curse of Nightmares A suit of armour made of metal plates. |
Inventory
Rune of the Rift (1028.49 temporal damage, removed from time 4 turns) Rune of the Rift (1028.49 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Inflicts 1193.05 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 318; cd 19) shatter afflictions rune of the warrior (absorb 318; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: 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 318 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Earthen Beads (Corpses) Earthen Beads (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% Curse of Corpses It can be used to activate talent Nature's Touch (costing 26 power out of 35/35) : Effective talent level: 2.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 549 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Telos's Staff (Top Half) (Madness) (143% power, 0 apr, arcane element) Telos's Staff (Top Half) (Madness) (143% power, 0 apr, arcane element)Requires: Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% Curse of Madness The top part of Telos' broken staff. |
Ureslak's Femur (Corpses) (164% power, 5 apr) Ureslak's Femur (Corpses) (164% power, 5 apr)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Corpses A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Lunar Shield (Corpses) (0 def, 20 armour, 100% power, 250 block) Lunar Shield (Corpses) (0 def, 20 armour, 100% power, 250 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 156% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+3 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). Curse of Corpses A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Crimson Robe (Shrouds) (12 def, 0 armour) Crimson Robe (Shrouds) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Shrouds 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. |
Helm of Knowledge (Madness) (0 def, 12 armour) Helm of Knowledge (Madness) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. Curse of Madness It can be used to sense the presence of unique objects Activation costs 15 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
791 alchemist agate (Nightmares) 791 alchemist agate (Nightmares)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
amazing healing salve [power 464] amazing healing salve [power 464]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 133% efficiency and 73% cooldown modifier. It can be used to heal 464 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing regeneration salve [power 586] amazing regeneration salve [power 586]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 133% efficiency and 73% cooldown modifier. It can be used to heal 586 over 5 turns Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 58 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 54 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (Madness) (dig speed 12 turns) Tooth of the Mouth (Madness) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig Curse of Madness A huge tooth taken from the Mouth, in the Deep Bellow. |
Balancerupture (Misfortune) (dig speed 6 turns) Balancerupture (Misfortune) (dig speed 6 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +3 Str / +6 Mag Changes resistances: +9% nature Changes resistances penetration: +24% physical Changes damage: +6% blight / +8% fire / +13% mind / +3% nature Mental save: +13 (+3 eff.) Maximum mana: +57.00 Spell crit. chance: +10% Light radius: +1 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Reduces paradox anomalies(equivalent to willpower): +10 When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One (Madness) Eye of the Dreaming One (Madness)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 29 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Rebion the Dwarf Adventurer level 30
17th Profit 122nd year of Ascendancy at 02:49 see stats
By Rebion the Lich Adventurer level 79
23rd Iron 123rd year of Ascendancy at 16:07 see stats
By Rebion the Lich Adventurer level 53
27th Dearth 122nd year of Ascendancy at 05:51 see stats
By Rebion the Lich Adventurer level 83
18th Steel 123rd year of Ascendancy at 21:24 see stats
By Rebion the Lich Adventurer level 80
7th Steel 123rd year of Ascendancy at 15:22 see stats
By Rebion the Lich Adventurer level 50
22nd Dearth 122nd year of Ascendancy at 15:08 see stats
By Rebion the Lich Adventurer level 46
20th Dearth 122nd year of Ascendancy at 13:33 see stats
By Rebion the Lich Adventurer level 38
4th Dearth 122nd year of Ascendancy at 21:14 see stats
By Rebion the Dwarf Adventurer level 30
17th Profit 122nd year of Ascendancy at 02:24 see stats
By Rebion the Dwarf Adventurer level 10
25th Voratun 122nd year of Ascendancy at 22:14 see stats
By Rebion the Dwarf Adventurer level 20
13rd Profit 122nd year of Ascendancy at 12:34 see stats
By Rebion the Dwarf Adventurer level 30
17th Profit 122nd year of Ascendancy at 01:36 see stats
By Rebion the Lich Adventurer level 40
7th Dearth 122nd year of Ascendancy at 22:40 see stats
By Rebion the Lich Adventurer level 50
22nd Dearth 122nd year of Ascendancy at 08:01 see stats
By Rebion the Dwarf Adventurer level 34
11st Wealth 122nd year of Ascendancy at 07:39 see stats
By Rebion the Lich Adventurer level 41
8th Dearth 122nd year of Ascendancy at 10:21 see stats
By Rebion the Lich Adventurer level 58
43rd Dearth 122nd year of Ascendancy at 15:39 see stats
By Rebion the Dwarf Adventurer level 28
16th Profit 122nd year of Ascendancy at 06:15 see stats
By Rebion the Dwarf Adventurer level 17
12nd Profit 122nd year of Ascendancy at 21:00 see stats
By Rebion the Dwarf Adventurer level 9
18th Voratun 122nd year of Ascendancy at 13:30 see stats
By Rebion the Dwarf Adventurer level 30
17th Profit 122nd year of Ascendancy at 02:49 see stats
By Rebion the Dwarf Adventurer level 10
25th Voratun 122nd year of Ascendancy at 22:52 see stats
By Rebion the Dwarf Adventurer level 30
17th Profit 122nd year of Ascendancy at 02:49 see stats
By Rebion the Lich Adventurer level 54
41st Dearth 122nd year of Ascendancy at 01:53 see stats
By Rebion the Lich Adventurer level 38
7th Dearth 122nd year of Ascendancy at 15:17 see stats
By Rebion the Dwarf Adventurer level 30
19th Profit 122nd year of Ascendancy at 20:09 see stats
By Rebion the Lich Adventurer level 54
40th Dearth 122nd year of Ascendancy at 13:24 see stats
By Rebion the Lich Adventurer level 34
16th Wealth 122nd year of Ascendancy at 05:20 see stats
By Rebion the Dwarf Adventurer level 29
17th Profit 122nd year of Ascendancy at 01:10 see stats
By Rebion the Lich Adventurer level 81
18th Steel 123rd year of Ascendancy at 07:50 see stats
Log
Rebion deactivates Insidious Poison.
Rebion deactivates Weapon of Wrath.
Rebion deactivates Gloom.
Rebion deactivates Apply Poison.
Rebion deactivates Thermal Shield.
Rebion deactivates Volatile Poison.
Rebion deactivates Hymn Nocturnalist.
Rebion deactivates Blurred Mortality.
Rebion deactivates Augmentation.
Rebion deactivates Melting Point.
Rebion deactivates Shards.
Rebion deactivates Second Life.
Rebion deactivates Stone Vines.
Rebion deactivates Blood Vengeance.
Rebion deactivates Eldritch Infusion.
Rebion deactivates Shock Hands.
Rebion deactivates Furnace.
Rebion deactivates Shield Wall.
Rebion deactivates Hardened Core.
Rebion deactivates Elemental Discord.
Rebion deactivates Kinetic Shield.
Rebion deactivates Fiery Hands.
Rebion deactivates Daunting Presence.
Rebion deactivates Shadow Combat.
Rebion deactivates Hymn of Shadows.
Rebion deactivates Chant of Resistance.
Rebion deactivates Beyond the Flesh.
Rebion deactivates Abyssal Shield.
Rebion deactivates Exploit Weakness.
Rebion deactivates Shadow Feed.