Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | No Rare Monsters Addon 1.0.4For those that prefer Classical ToME4. Removes rare monsters from any area in which they are not forced to spawn. Adept Passive Fix 1.1.0 (1.7.0)Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Retro Kit 1.1.0 (1.6.0)Re-adds various useful 1.5-vintage items that were removed in the 1.6 game release. Currently supports:
Hotkeys Toolbar Scroll Lock 1.0.0 (1.7.0)Adds new game option "UI | Scroll hotkeys toolbar with scroll wheel", which can be disabled to prevent the scroll wheel or other scrolling input mechanisms from affecting the hotkeys toolbar. Rod of Dissipation 1.2.0 (1.7.0)Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Automatic Notes 1.5.7 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Nur Kit 4.2.0 (1.7.0)Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.4.0 (1.7.0)Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. No Bunnies Were Harmed 1.1.0 (1.7.0)Adds a new achievement to the seasonal Pikataclysm event, achieved by completing the event without killing any cute little bunnies. Prophecy Management 1.1.3 (1.7.0)Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. 50 by the Sanctum 1.0.0 (1.1.0)Auto-levels your character as you ascend High Peak (similarly to the Escape from Reknor Dwarf start zone), up to level 50 at the top of High Peak. Frequently Asked Questions: Swap Equipment Sets 1.1.0 (1.7.0)An experimental addon to coordinate and simplify swapping in specified sets of equipment for temporary use and re-wielding your original equipment later. To use this addon, tag your swap-in items with SET:SetName (for whatever set name); in the "Swap Equipment Sets" dialog (bound to <Alt-Shift-X> by default), they will be listed as the set SetName, and can be wielded from the dialog (taking the normal amount of game time for such an equipment change). Your original equipment will be temporarily tagged with SET:SwapBack, so you can re-wield your original equipment by swapping in the SwapBack set. Also provides an optional status indicator in the buffs display to remind you when you are wearing equipment from one of your swap-in sets (controlled by game option "Gameplay | Show marker for swapped-in equipment"). [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Frequently Asked Questions: Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.0.0 (1.7.6)This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Worms Don't Walk 1.0.0 (1.3.0)Prevents worms that walk from being spawned. Gunsnixed Lite 1.0.0 (1.7.0)Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Rage Quit 2.2.2 (1.7.0)Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Hermetic Sanctuary 1.2.0 (1.3.0)Automatically shuts down the four summoning portals on the Sanctum. Frequently Asked Questions: Online Indicator 2.0.0 (1.1.0)An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Explicit Offhand Notes 1.1.0 (1.7.0)Modifies and expands the "must be held wth both hands" annotation on two-handed weapons to include one-handed weapons, weapons like daggers that can be wielded in both mainhand or offhand, and equipment like shields worn in the offhand. Highlight Antimagic Disruptors 1.0.0 (1.7.0)Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Annotated Charm Hotkeys 1.1.2 (1.7.0)Modifies the display of torques, totems and wands in the hotkeys toolbar, adding a corner image reflecting the charm's type. [NOTE: If you are using this addon in conjunction with Juggle Hotkeys on Unwield, you will need to update the latter to release 1.4.0 or higher for compatibility. Similarly, if you are using this addon in conjunction with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to update it to release 17.0.0 or higher for compatibility.] Disable Sawbutcher Rares 1.0.0 (1.4.5)Removes the sawbutcher class from random generated npcs. Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Wild Sacrifice 1.1.0 (1.7.0)Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. Font of Sacrifice to the Rescue 1.1.0 (1.7.0)Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Forbidden Cults 1.0.12 (1.7.4)Official 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.
Youkai Pack 1.6.7 (1.7.6)Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Chat/Quest Tweaks 1.3.7 (1.7.0)Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Actually Usable Damage Reduction 1.2.0 (1.7.0)Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Requiescat In Pace 1.0.0 (1.3.0)Prevents "tombstones" and "old-battle-field" events from being generated. For those who have no intention of ever digging up a grave and would rather not have them cluttering up their landmarks list or dragging their auto-explore off course. Embers of Rage 1.1.10 (1.7.4)Official 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:
Merchant on the Map 1.3.1 (1.7.0)Places 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. Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Schrödinger's Lore (Mark 2) 1.1.5 (1.7.0)Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Sandworm Cavern SONAR 1.3.0 (1.7.0)Gives the player access to an item that can detect and highlight sand cavern walls in the Sandworm lair. Visible Cloud Caller 1.0.0 (1.7.0)Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Ambush Escape 1.3.0 (1.7.0)Gives the player an option to escape the orc ambush without fighting. Bugnibus Bugfix Pack 1.0.1 (1.7.0)Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Rebalancing 1.1.0 (1.3.0)Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
More 1H Staves 1.0.7 (1.7.2)Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 17.8.11 (1.7.4)Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Visibly Distinct Shadow Crypt 1.0.0 (1.7.0)Changes the appearance of the entrance to the Shadow Crypt in the far east to be different from the entrances to the Orc Prides, to avoid entering the wrong zone by mistake. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.5.0 (1.7.6)This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
No Escort Quests 1.1.0 (1.3.0)Prevents escort quests from being generated. Frequently Asked Questions: Fortress Butler Custom Tile 1.0.0 (1.7.0)Modifies the chat dialog for the Fortress Shadow in the Sher'tul fortress, in particular the dialog stage for changing the Fortress Shadow's appearance, adding the option to choose any of the custom tiles available from the character creation dialog. Also papers over a bug in the existing male/female choices, so that the Fortress Shadow will continue to appear properly in the chat dialog with its appearance altered. NOTE: This class requires access to donator tiles, and thus requires the player to have donator status (including via purchasing the game through Steam). Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Hedge Clipper 1.0.0 (1.3.0)Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Talents in Tooltips 1.2.0 (1.7.0)Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Let There Be Light 1.1.0 (1.7.0)Adds guaranteed sources of room-lighting to stores in Angolwen and Zigur, including new torques of illumination. Pride Goeth 1.0.0 (1.3.0)Prevents randbosses from spawning in the Orc Prides. Lumberjack on the Map 1.1.0 (1.7.0)Places 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. Schematic Recycling 1.0.0 (1.6.6)Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Don't Use the Unusable 1.0.0 (1.7.0)Modifies the use-item dialog, removing the "Use" action for activatable objects in inventory if the object must be worn/wielded to activate it. Utility Supplies 2.12.0 (1.7.0)Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Command Multiple Staffs 1.1.2 (1.7.0)Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Less Weird 1.1.1 (1.7.0)Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Invasion Portal Rain Check 1.1.1 (1.7.0)Adds the ability to temporarily seal a naga invasion portal or Fearscape invasion portal, preventing further spawns from the portal but allowing you to unseal and enter it later. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Mekurabe |
| Class | Cultist of Entropy |
| Level / Exp | 35 / 67% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 45 (base 28) |
| Dexterity | 31 (base 11) |
| Constitution | 31 (base 11) |
| Magic | 54 (base 44) |
| Willpower | 47 (base 15) |
| Cunning | 59 (base 21) |
Resources
| Life | 512/512 |
| Insanity | 0/100 |
| Healing Factor | 1.3958714593978 |
| Regeneration | 3.5594722214644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +200% |
| Spell | -1.1213252548714E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 28 |
| Crit Chance | 19% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Lightning | +12% |
| Light | +37% |
| Temporal | +17% |
| Blight | +10% |
| Arcane | +22% |
| Cold | +12% |
| All | +2% |
Offense: Damage Penetration
| Temporal | +22% |
| Darkness | +32% |
Defense: Base
| Armour (hardiness) | 64.250192435077 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 38 |
| Physical Save | 25 |
| Spell Save | 27 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Light | + 30%( 70%) |
| Cold | + 25%( 70%) |
| Darkness | + 15%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 395 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Revelation |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Atrophy |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Stire of Derth's elixir of the fox · Agrimley the hermit's elixir of serendipity · Ungrol of Last Hope's elixir of stoneskin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff and tried to steal it from you. You told them nothing and managed to escape from them, but you lost the staff in the process. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. * An unusual individual contacted you and gave you a device to help you in the Sandworm lair. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 282. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vampire lord fang. * You've found the needed bear paw. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of mastery without your aid. 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 giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. You have aided Agrimley the hermit in creating an elixir of focus. 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 bloated horror heart. * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* He will need a Blood-Runed Athame and a Resonating Diamond to do this; he suggests looking for them in the Vor Armory to the northeast of the Gates of Morning, and tells you of a back entrance. * You have found a Blood-Runed Athame in the Vor Armory, and a Resonating Diamond in Briagh's lair. * The portal is now functional and can be used to go back, although, like all portals, it is one-way only. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You defeated the Assassin Lord and rescued the lost merchant. He gave you 8 gold and invited you to visit his shop in Last Hope. | done |
Equipment
| Tool | elven-wood wand of shielding [power 404] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 432 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Umbrawitch' (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +3 Str / +3 Wil Changes resistances: +3% darkness / +1% physical Changes resistances penetration: +10% darkness Mental save: +6 (+2 eff.) Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On head | elven-silk wizard hat of knowledge (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +5 Wil Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| On head | werebeast's voratun helm of constitution (+4) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Dex / +2 Cun / +11 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On head | Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +6 Wil / +3 Cun Changes damage: +8% blight / +20% arcane Mana when firing critical spell: +2.00 Maximum vim: +25.00 Spell crit. chance: +2% Mindpower: +25 (+7 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 3.5 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14% and all saves by 25, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| On head | hardened leather cap of precognition (9 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +9 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun A cap made of leather. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 73.71 to 221.14 lightning damage (147.42 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On head | insulating dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +7% cold / +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On head | eldritch cashmere wizard hat of knowledge (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Mana each turn: +1.20 Mana when hit: +1.10 Maximum mana: +52.00 Spellpower: +7 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On head | aegis cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Life regen: +1.50 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| On head | miner's hardened leather cap of constitution (+5) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +5 Con Infravision radius: +2 A cap made of leather. |
| On head | catburglar's hardened leather cap of precognition (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Defense: +6 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +5 Dex Changes resistances: +12% darkness Infravision radius: +4 A cap made of leather. |
| On head | bladed dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 171.9 Physical damage. If the attack hits, the target is confused (34% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On head | warlord's dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Wil Changes resistances: +11% physical Physical save: +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On head | The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 4.2 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 23.97 mind and 27.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 25. Terrified: Deals 5.61 mind and 6.44 darkness damage per turn and increases cooldowns by 40%. Haunted: Causes the target to suffer 9.35 mind and 10.73 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On head | dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On head | insulating dwarven-steel helm of strength (+4) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +9% fire / +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | lifebinding short elven-wood starstaff of wizardry (129% power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / staff ; tier 4 One-handed Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil / +4 Con Changes damage: +25% light Talent granted: +1 Command Staff Life regen: +0.80 Maximum mana: +66.00 Spellpower: +23 (+7 eff.) Spell crit. chance: +4% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
Inventory
heroism infusion of the duelist (die at -447; dur 7; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -447 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 447 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 625%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
28 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
7 infusion patches of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of extra healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of lesser speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 Activating this item is instant. It can be used to increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 Activating this item is instant. It can be used to increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
shielding rune of the sneak (absorb 468; dur 3; cd 18)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: 18 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 468 damage for 3 turns. Its effects scale with your Cunning 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. |
5 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! |
4 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! |
scroll of controlled phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 4 It can be used to teleport in a semi-controlled fashion in a range of 10. Magical scrolls can have wildly different effects! |
bloodlich's elven-wood starstaff of channeling (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 Two-handed Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Cun / +3 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.10 N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +32.00 Maximum neg.energy: +29.00 Spellpower: +24 (+8 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff of power (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 One-handed Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +7.0% Physical power: +9 (+4 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +25 (+8 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +4 Wil Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
dragonslayer's hardened leather cap of dexterity (+4) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +7% acid / +9% fire / +8% lightning / +8% cold A cap made of leather. |
3 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. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
bright alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Tooth of the Mouth (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 A huge tooth taken from the Mouth, in the Deep Bellow. |
NOTE: Sleep resistEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 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 20% 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Dissipation (1/1) Rod of Dissipation (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to activate talent Rune: Dissipation (costing 20 power out of 20/20) : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you by Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
rod of detect monster (1/1)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect monster in a radius of 25 Activation costs 10 power out of 10/10. A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
rod of disarming (2/2) =fixed=Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line Activation costs 50 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1) =fixed=Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25 Activation costs 10 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
steel torque of psionic shield [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psychoportation [power 44] (38 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 44) Activation puts all charms on cooldown for 38 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+5 eff.) Life regen: +0.15 Healing mod.: +10% Effective talent level: 2.5 Use mode: Sustained Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: You enter into a fighting trance, gaining 15% resist all, losing 15 mindpower, but gaining 20 mental save. However, each turn after the fifth that this talent is active, there is a chance that you will be overcome and become confused. This does not take a turn to use. This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 25
48th Regrowth 123rd year of Ascendancy at 09:03 see stats
Arachnophobia
Destroyed the spydric menace.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 29
56th Regrowth 123rd year of Ascendancy at 20:07 see stats
Brave new world
Went to the Far East and took part in the war.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 27
54th Regrowth 123rd year of Ascendancy at 16:05 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 35
32nd Dusk 123rd year of Ascendancy at 18:55 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 10
8th Flare 122nd year of Ascendancy at 05:08 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 26
52nd Regrowth 123rd year of Ascendancy at 00:41 see stats
Earth Master
Killed Harkor'Zun.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 22
27th Regrowth 123rd year of Ascendancy at 14:50 see stats
Exterminator
Killed 1000 creatures.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 17
53rd Haze 122nd year of Ascendancy at 12:22 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 23
37th Regrowth 123rd year of Ascendancy at 08:20 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 17
50th Haze 122nd year of Ascendancy at 03:58 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 31
18th Pyre 123rd year of Ascendancy at 03:22 see stats
Level 10
Got a character to level 10.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 10
2nd Flare 122nd year of Ascendancy at 21:41 see stats
Level 20
Got a character to level 20.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 20
74th Haze 122nd year of Ascendancy at 12:55 see stats
Level 30
Got a character to level 30.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 30
75th Regrowth 123rd year of Ascendancy at 00:07 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 35
49th Dusk 123rd year of Ascendancy at 09:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 33
45th Pyre 123rd year of Ascendancy at 15:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 27
52nd Regrowth 123rd year of Ascendancy at 04:30 see stats
The Arena
Unlocked Arena mode.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 10
8th Dusk 122nd year of Ascendancy at 06:16 see stats
The secret city
Discovered the truth about mages.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 10
10th Dusk 122nd year of Ascendancy at 08:40 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 30
2nd Pyre 123rd year of Ascendancy at 11:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 29
61st Regrowth 123rd year of Ascendancy at 03:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 17
63rd Haze 122nd year of Ascendancy at 13:42 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Heard ALL the Head Jokes, Guys, Seriously the Mekurabe Cultist of Entropy level 24
46th Regrowth 123rd year of Ascendancy at 09:52 see stats
Log
You sense that Something has taken notice of you ...
Ran for 7 turns (stop reason: terrain change on left side).
There is an item here: Sand Obstruction Negative Arcane Resonator (1/1)
Saving done.
There is an item here: Rune of the Rift (338.00 temporal damage, removed from time 4 turns)
There is an item here: Mirror Image Rune (dur 6; cd 24)
There is an item here: Stormfront (136% power, 15 apr)
There is an item here: Morrigor (161% power, 12 apr)
There is an item here: Sword of Potential Futures (133% power, 10 apr)
Heard ALL the Head Jokes, Guys, Seriously drops on the floor: The Gaping Maw (184% power, 4 apr).
Your The Gaping Maw (184% power, 4 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Heard ALL the Head Jokes, Guys, Seriously drops on the floor: Punae's Blade (157% power, 4 apr).
Your Punae's Blade (157% power, 4 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Heard ALL the Head Jokes, Guys, Seriously drops on the floor: Robe of Force (12 def, 8 armour).
Your Robe of Force (12 def, 8 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Heard ALL the Head Jokes, Guys, Seriously drops on the floor: Axe of Fluffy Evil.
Your Axe of Fluffy Evil is magically sorted by the storage room.
Talent Relentless Pursuit is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).

























































































