Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Midnight 1.4.5Adds 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. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Custom Auto Use 1.3.1Adds additional options to talent auto-use Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Draconian |
Class | Storm Warden |
Level / Exp | 76 / 99% |
Size | medium |
Lifes / Deaths | Killed by Cyrura the wolf at level 2 on the 74th Pyre 122nd year of Ascendancy at 17:10 / 99Killed by Cyrura the wolf at level 2 on the 74th Pyre 122nd year of Ascendancy at 17:22 Killed by Cyrura the wolf at level 2 on the 74th Pyre 122nd year of Ascendancy at 17:38 Killed by Cyrura the wolf at level 2 on the 74th Pyre 122nd year of Ascendancy at 17:52 Killed by Cyrura the wolf at level 2 on the 74th Pyre 122nd year of Ascendancy at 18:19 Killed by Belodanne the copperhead snake at level 4 on the 75th Pyre 122nd year of Ascendancy at 21:27 Killed by forest troll at level 6 on the 76th Pyre 122nd year of Ascendancy at 17:11 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 16:21 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 16:39 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 17:00 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 17:13 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 17:23 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 17:33 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 17:49 Killed by Adebrenn the giant army ant at level 15 on the 3rd Mirth 122nd year of Ascendancy at 18:14 Killed by Adebrenn the giant army ant at level 17 on the 7th Mirth 122nd year of Ascendancy at 14:05 Killed by Cthri the shalore at level 17 on the 1st Summertide 122nd year of Ascendancy at 03:52 Killed by Betenn the red ooze at level 19 on the 1st Summertide 122nd year of Ascendancy at 14:03 Killed by Betenn the red ooze at level 19 on the 1st Summertide 122nd year of Ascendancy at 14:13 Killed by orc master assassin at level 21 on the 2nd Flare 122nd year of Ascendancy at 13:45 Killed by skeleton archer at level 21 on the 2nd Flare 122nd year of Ascendancy at 13:58 Killed by skeleton master archer at level 22 on the 2nd Flare 122nd year of Ascendancy at 14:54 Killed by skeleton archer at level 22 on the 2nd Flare 122nd year of Ascendancy at 15:15 Killed by skeleton archer at level 22 on the 2nd Flare 122nd year of Ascendancy at 15:34 Killed by armoured skeleton warrior at level 22 on the 2nd Flare 122nd year of Ascendancy at 15:55 Killed by skeleton archer at level 22 on the 2nd Flare 122nd year of Ascendancy at 16:09 Killed by snow giant at level 22 on the 5th Flare 122nd year of Ascendancy at 08:57 Killed by large brown snake at level 22 on the 5th Flare 122nd year of Ascendancy at 09:18 Killed by venom drake hatchling at level 23 on the 5th Flare 122nd year of Ascendancy at 09:52 Killed by large brown snake at level 23 on the 5th Flare 122nd year of Ascendancy at 10:13 Killed by Lisobeth the minotaur at level 24 on the 1st Dusk 122nd year of Ascendancy at 16:06 Killed by Lisobeth the minotaur at level 25 on the 1st Dusk 122nd year of Ascendancy at 17:06 Killed by Lisobeth the minotaur at level 25 on the 1st Dusk 122nd year of Ascendancy at 17:35 Killed by Lisobeth the minotaur at level 25 on the 1st Dusk 122nd year of Ascendancy at 18:26 Killed by Adebrenn the giant army ant at level 26 on the 2nd Dusk 122nd year of Ascendancy at 19:33 Killed by Isivena the green jelly at level 26 on the 3rd Dusk 122nd year of Ascendancy at 05:43 Killed by thief at level 27 on the 3rd Dusk 122nd year of Ascendancy at 22:42 Killed by bandit at level 27 on the 3rd Dusk 122nd year of Ascendancy at 22:58 Killed by Minotaur of the Labyrinth at level 27 on the 3rd Dusk 122nd year of Ascendancy at 23:10 Killed by Elumina the cave bear at level 34 on the 7th Dusk 122nd year of Ascendancy at 01:18 Killed by Grekarc the Invoker at level 39 on the 7th Dusk 122nd year of Ascendancy at 13:30 Killed by Grekarc the Invoker at level 39 on the 7th Dusk 122nd year of Ascendancy at 15:25 Killed by Abawlibo the Invoker at level 40 on the 7th Dusk 122nd year of Ascendancy at 21:52 Killed by Abawlibo the Invoker at level 40 on the 7th Dusk 122nd year of Ascendancy at 22:09 Killed by Why at level 40 on the 12nd Dusk 122nd year of Ascendancy at 01:49 Killed by Why at level 40 on the 12nd Dusk 122nd year of Ascendancy at 06:10 Killed by Emussra the gigantic corrosive tunneler at level 40 on the 12nd Dusk 122nd year of Ascendancy at 07:10 Killed by Why at level 41 on the 12nd Dusk 122nd year of Ascendancy at 08:09 Killed by skeleton archer at level 41 on the 12nd Dusk 122nd year of Ascendancy at 16:55 Killed by will o' the wisp at level 41 on the 12nd Dusk 122nd year of Ascendancy at 18:01 Killed by Why at level 41 on the 13rd Dusk 122nd year of Ascendancy at 04:04 Killed by elven cultist at level 41 on the 14th Dusk 122nd year of Ascendancy at 21:07 Killed by wretchling at level 41 on the 18th Dusk 122nd year of Ascendancy at 04:30 Killed by rimebark at level 41 on the 18th Dusk 122nd year of Ascendancy at 05:00 Killed by Arodhema the stone troll at level 41 on the 18th Dusk 122nd year of Ascendancy at 05:13 Killed by Arodhema the stone troll at level 41 on the 18th Dusk 122nd year of Ascendancy at 06:04 Killed by devourer at level 41 on the 18th Dusk 122nd year of Ascendancy at 11:31 Killed by Polenn the Guardian at level 41 on the 18th Dusk 122nd year of Ascendancy at 12:20 Killed by Xelaith the Guardian at level 42 on the 18th Dusk 122nd year of Ascendancy at 16:53 Killed by Cultist at level 46 on the 27th Dusk 122nd year of Ascendancy at 15:19 Killed by ghoulking at level 46 on the 27th Dusk 122nd year of Ascendancy at 16:01 Killed by armoured skeleton warrior at level 47 on the 27th Dusk 122nd year of Ascendancy at 18:24 Killed by armoured skeleton warrior at level 47 on the 27th Dusk 122nd year of Ascendancy at 19:11 Killed by Xanawen the orc blood mage at level 49 on the 28th Dusk 122nd year of Ascendancy at 01:18 Killed by Xanawen the orc blood mage at level 49 on the 28th Dusk 122nd year of Ascendancy at 01:45 Killed by Xanawen the orc blood mage at level 49 on the 28th Dusk 122nd year of Ascendancy at 01:54 Killed by Dakan the thalore at level 49 on the 28th Dusk 122nd year of Ascendancy at 10:45 Killed by Gainsdu the human at level 49 on the 28th Dusk 122nd year of Ascendancy at 11:05 Killed by Gainsdu the human at level 49 on the 28th Dusk 122nd year of Ascendancy at 11:15 Killed by rogue at level 51 on the 36th Dusk 122nd year of Ascendancy at 21:52 Killed by rogue at level 51 on the 36th Dusk 122nd year of Ascendancy at 22:09 Killed by Porawe the cutpurse at level 51 on the 36th Dusk 122nd year of Ascendancy at 22:36 Killed by Porawe the cutpurse at level 51 on the 36th Dusk 122nd year of Ascendancy at 23:10 Killed by Porawe the cutpurse at level 51 on the 36th Dusk 122nd year of Ascendancy at 23:22 Killed by Porawe the cutpurse at level 52 on the 37th Dusk 122nd year of Ascendancy at 00:02 Killed by Porawe the cutpurse at level 52 on the 37th Dusk 122nd year of Ascendancy at 00:56 Killed by Polona the crimson ooze at level 63 on the 60th Dusk 122nd year of Ascendancy at 04:50 Killed by poison ooze at level 63 on the 60th Dusk 122nd year of Ascendancy at 05:38 Killed by Polona the crimson ooze at level 63 on the 60th Dusk 122nd year of Ascendancy at 07:00 Killed by Polona the crimson ooze at level 63 on the 60th Dusk 122nd year of Ascendancy at 08:23 Killed by Betylravena the gelatinous cube at level 63 on the 60th Dusk 122nd year of Ascendancy at 10:09 Killed by Betylravena the gelatinous cube at level 63 on the 60th Dusk 122nd year of Ascendancy at 11:15 Killed by Betylravena the gelatinous cube at level 63 on the 60th Dusk 122nd year of Ascendancy at 12:13 Killed by Betylravena the gelatinous cube at level 63 on the 60th Dusk 122nd year of Ascendancy at 13:43 Killed by storm drake hatchling at level 63 on the 1st Haze 122nd year of Ascendancy at 11:31 Killed by Burb the snow giant champion at level 72 on the 2nd Haze 122nd year of Ascendancy at 05:09 Killed by Burb the snow giant champion at level 72 on the 2nd Haze 122nd year of Ascendancy at 07:45 Killed by Burb the snow giant champion at level 72 on the 2nd Haze 122nd year of Ascendancy at 08:23 Killed by Burb the snow giant champion at level 72 on the 2nd Haze 122nd year of Ascendancy at 09:11 Killed by Burb the snow giant champion at level 72 on the 2nd Haze 122nd year of Ascendancy at 09:49 Killed by Burb the snow giant champion at level 72 on the 2nd Haze 122nd year of Ascendancy at 13:30 Killed by Urkis, the High Tempest at level 76 on the 2nd Haze 122nd year of Ascendancy at 22:04 Killed by Urkis, the High Tempest at level 76 on the 2nd Haze 122nd year of Ascendancy at 22:34 Killed by Urkis, the High Tempest at level 76 on the 2nd Haze 122nd year of Ascendancy at 22:51 Killed by Urkis, the High Tempest at level 76 on the 2nd Haze 122nd year of Ascendancy at 23:29 Killed by Urkis, the High Tempest at level 76 on the 3rd Haze 122nd year of Ascendancy at 00:03 Killed by Urkis, the High Tempest at level 76 on the 3rd Haze 122nd year of Ascendancy at 00:28 Killed by Urkis, the High Tempest at level 76 on the 3rd Haze 122nd year of Ascendancy at 00:58 Killed by Urkis, the High Tempest at level 76 on the 3rd Haze 122nd year of Ascendancy at 01:31 |
Primary Stats
Strength | 46 (base 43) |
Dexterity | 80 (base 60) |
Constitution | 78 (base 72) |
Magic | 68 (base 60) |
Willpower | 21 (base 10) |
Cunning | 31 (base 10) |
Resources
Life | 2433/2433 |
Mana | 699/699 |
Stamina | 368/368 |
Healing Factor | 1.16 |
Regeneration | 12.044483842705 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 40 |
See Invisible | 53 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal |
Offense: Mainhand
Damage | 104 |
Accuracy | 48 |
Crit Chance | 17% |
APR | 13 |
Speed | 0.80 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 46.65 (86.818181818182%) |
Defense | 28 |
Ranged Defense | 38 |
Fatigue | 8 |
Physical Save | 39 |
Spell Save | 41 |
Mental Save | 39 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 26) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any animal around. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Thunderstrike | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane surge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 2/5 |
Spell / Storm | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Technique / Mage warden | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Race / Draconian | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | You can sense the presence of all animal around you. Receptive Mind |
beneficial effect | Improves/gives the ability to see invisible and stealthed creatures (power 26). Sense Hidden |
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 |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You failed to protect the lost anorithil from death by Cyrura the wolf. Escort: lost anorithil (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by void horror. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | Gloomwilter the pair of dwarven-steel boots (0 def, 4 armour) Gloomwilter the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 darkness Changes resistances: +10% lightning / +9% temporal / +3% darkness / +6% acid Changes resistances penetration: +5% acid / +10% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | elemental quiver of ash arrows of annihilation (18/18, 129% power, 13 apr) elemental quiver of ash arrows of annihilation (18/18, 129% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 130% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +7.5% Capacity: 18 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Belatar' brass lantern 'Belatar'Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes resistances penetration: +10% arcane Mental save: +12 (+4 eff.) Maximum mana: +100.00 Spell crit. chance: +1% Light radius: +2 See stealth: +14 See invisible: +15 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather cap 'Koragaregodan' (7 def, 3 armour) hardened leather cap 'Koragaregodan' (7 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +1.0% Armour: +3 Defense: +7 (+4 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +4 Wil / +9 Cun / +1 Con Changes resistances: +8% fire / +13% cold Changes damage: +3% physical Allows you to breathe in: water Maximum encumbrance: +20 Life regen: +0.60 Maximum stamina: +5.00 Mindpower: +5 (+3 eff.) Light radius: +3 A cap made of leather. |
Tool | Bethenn [power 55] (20 cooldown) Bethenn [power 55] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Wil / +2 Mag See invisible: +12 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | painweaver's steel ring of life painweaver's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Changes damage: +6% all Life regen: +1.10 Maximum life: +58.00 Spellpower: +11 (+4 eff.) Mindpower: +11 (+5 eff.) Healing mod.: +16% Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 32 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | Shockveil the yew longbow Shockveil the yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +6 nature / +4 lightning Burst (radius 2) on crit: +6 lightning When wielded/worn: Changes stats: +8 Dex Changes resistances: +6% lightning Changes resistances penetration: +29% physical Changes damage: +3% lightning / +14% physical / +6% nature Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
On hands | Leludig (0 def, 2 armour) Leludig (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +12% acid Spell save: +3 (+1 eff.) Life regen: +1.90 Stamina each turn: +1.30 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Glagawyn (2 def, 12 armour) Glagawyn (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +9% Changes stats: +2 Cun Changes damage: +3% acid Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+3 eff.) Light radius: +2 A suit of armour made of mail. |
Cloak | Gloomream the linen cloak (1 def, 6 armour) Gloomream the linen cloak (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes resistances: +11% cold Changes resistances penetration: +10% lightning / +20% darkness Changes damage: +3% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Xanokira the Undeathtrial Xanokira the UndeathtrialPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +4 Con / +3 Mag Changes resistances: +9% nature Changes damage: +6% temporal / +6% light / +6% blight / +6% physical / +6% darkness Talent mastery: +0.23 Technique / Dual techniques Mana each turn: +0.04 Spellpower: +15 (+5 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 5; dispells darkness)sun infusion (rad 10; power 22; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 8 turns)shielding rune (absorb 462 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 102)teleportation rune (range 102) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome 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.) |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Worn Glyph Worn GlyphInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% nature / +10% arcane Spell save: +5 (+2 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
This item will automatically be transmogrified when you leave the level. painweaver's steel ring of tenacitypainweaver's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +6% all Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +32% Maximum life: +32.00 Spellpower: +10 (+3 eff.) Mindpower: +11 (+5 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's steel ring of frost (+28%)savior's steel ring of frost (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% cold Changes damage: +14% cold Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +9 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Defense: +11 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's copper ring of blinding strikes warrior's copper ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 14% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of amnesia (129% power, 2 apr)steel greatmaul of amnesia (129% power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 130% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel greatsword of amnesia (143% power, 2 apr)thunderous dwarven-steel greatsword of amnesia (143% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 27% chance to daze * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Massive two-handed swords. |
Lavaire LavaireRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +6 Travel speed: +200% Burst (radius 1) on hit: +4 fire When wielded/worn: Changes damage: +6% fire / +10% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Infravision radius: +3 See invisible: +12 Longbows are used to shoot arrows at your foes. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 8 Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. warden's ash longbow of lightningwarden's ash longbow of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +13 lightning When wielded/worn: Ammo reloads per turn: +3 Changes stats: +4 Mag Changes resistances penetration: +7% temporal / +9% physical Changes damage: +14% lightning / +7% temporal / +9% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. glacial steel longsword of crippling (115% power, 3 apr)glacial steel longsword of crippling (115% power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +15 ice When wielded/worn: Physical crit. chance: +9.0% Armour: +9 Changes resistances penetration: +9% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. potent ash vilestaff of greater warding (122% power, 3 apr, darkness element)potent ash vilestaff of greater warding (122% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 122% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Maximum wards: +3 darkness Changes damage: +21% darkness Talents granted: +3 Ward +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Lightningglean the hardened leather belt Lightningglean the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +3% lightning / +9% fire Physical save: +6 (+2 eff.) Mental save: +25 (+9 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blurring hardened leather belt of mageryblurring hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Changes stats: +5 Mag / +5 Wil Stealth bonus: +11 Spell crit. chance: +5% A belt that goes around your waist. |
blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +8 (+4 eff.) Stealth bonus: +6 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of transcendencespiritwalker's hardened leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Physical save: +11 (+4 eff.) Mana each turn: +0.28 Maximum mana: +37.00 Mindpower: +8 (+4 eff.) A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dispeller's woollen robe of blight (+9%) (0 def, 0 armour)dispeller's woollen robe of blight (+9%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +9% darkness / +23% blight / +9% fire / +9% cold / +9% light Changes damage: +14% blight Physical save: +14 (+5 eff.) Spell save: +26 (+9 eff.) Mental save: +14 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargewrecker the pair of iron boots (0 def, 3 armour) Chargewrecker the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 40% chance to daze Changes stats: +1 Wil / +2 Cun / +2 Con Changes resistances: +9% lightning / +5% temporal Changes resistances penetration: +15% mind Physical save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Hathykhad the small tauntlets (0 def, 2 armour) Hathykhad the small tauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Changes stats: +3 Dex Changes damage: +15% physical Talent granted: +1 Block Critical mult.: +10.00% Life regen: +1.50 Stamina each turn: +0.70 Maximum stamina: +19.00 Tauntlets behave like a shield, and allow you to block attacks. 10 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Cuthesus the iron helm (0 def, 3 armour) Cuthesus the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +5 Wil Changes resistances: +7% blight Spell save: +3 (+1 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.12 Maximum mana: +60.00 Spellpower: +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of alacrity (2 def, 4 armour)spiked cured leather armour of alacrity (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
spiked rough leather armour of fire resistance (1 def, 2 armour) spiked rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. granite wardstone of stormsgranite wardstone of storms Requires: - Magic 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Damage when hit (Melee): 26 lightning / 3 blindness Changes resistances: +17% lightning / +15% temporal / +17% arcane Reduce damage by fixed amount: +2 all Maximum wards: +3 lightning / +3 temporal / +3 arcane Talent granted: +3 Ward Slows Projectiles: +15% Randomly fires a lightning bolt at a nearby enemy for this much lightning damage: 42 Handheld warding devices |
quiver of ash arrows 'Healwisp' (23/23, 119% power, 7 apr) quiver of ash arrows 'Healwisp' (23/23, 119% power, 7 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 120% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 23 On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown Damage (Ranged): +24 insidious poison / +12 nature / +12 cold / +30 fire Burst (radius 2) on crit: +9 cold / +4 nature / +10 fire Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (13/13, 113% power, 5 apr) quiver of elm arrows (13/13, 113% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 113% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of crippling (23/23, 109% power, 5 apr) quiver of elm arrows of crippling (23/23, 109% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.0% Capacity: 23 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
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. |
91 alchemist agate 91 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching alchemist's lamp scorching alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of amnesia (17/17, 118% power, 2 apr)hateful pouch of steel shots of amnesia (17/17, 118% power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +13 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
Dourseam [power 2] (10 cooldown) Dourseam [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% blight / +6% temporal / +3% nature Talent granted: +3 Rushing Claws Spell save: +20 (+7 eff.) It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
This item will automatically be transmogrified when you leave the level. Scaldserpent [power 139] (15 cooldown)Scaldserpent [power 139] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Cun Maximum wards: +3 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Grants telepathy: Dragon Talent cooldown: Void Blast (+12 turn) Talents granted: +4 Void Blast +2 Strike +2 Ward Critical mult.: +5.00% Mental save: +30 (+10 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.04 Heals friendly targets nearby when you use a nature summon: +10 It can be used to fire a bolt of a random element with (base) damage 70 to 139, putting all charms on cooldown for 15 turns. When used: 200% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Why the Draconian Storm Warden level 70
2nd Haze 122nd year of Ascendancy at 01:03 see stats
By Why the Draconian Storm Warden level 40
12nd Dusk 122nd year of Ascendancy at 00:56 see stats
By Why the Draconian Storm Warden level 10
78th Pyre 122nd year of Ascendancy at 04:08 see stats
By Why the Draconian Storm Warden level 20
2nd Flare 122nd year of Ascendancy at 11:21 see stats
By Why the Draconian Storm Warden level 30
6th Dusk 122nd year of Ascendancy at 21:30 see stats
By Why the Draconian Storm Warden level 40
7th Dusk 122nd year of Ascendancy at 17:48 see stats
By Why the Draconian Storm Warden level 22
5th Flare 122nd year of Ascendancy at 09:18 see stats
By Why the Draconian Storm Warden level 28
4th Dusk 122nd year of Ascendancy at 09:47 see stats
By Why the Draconian Storm Warden level 42
19th Dusk 122nd year of Ascendancy at 05:01 see stats
Log
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Thunderstorm killed Why!
Why's Shock hits Why for 0 lightning damage.
Why is dazed!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Talent Flame Breath is ready to use.
Why is not dazed anymore.
Talent Shock is ready to use.
Talent Rune: Vision is ready to use.
Player used:T_RUNE:_VISION_4
Why casts Rune: Vision.
Why's eyes tingle.
Talent Time Shield is ready to use.
Talent Nova is ready to use.
Talent Infusion: Movement is ready to use.
Talent Earth Surge is ready to use.
You are sent back to the material plane!
Why's eyes tingle no more.