










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
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: UI Hardening 1.1.0 (1.7.0)An experimental addon that attempts to "harden" the Minimalist UI by adding error-catching wrappers around various calls to potentially buggy third-party addon code, which would otherwise crash the UI into an unresponsive "black-screen" state. Currently we attempt to cover:
NOTE: This code overloads the following methods in the Minimalist UI: Minimalist:handleEffect() Addons that interact directly with these methods may have compatibility problems with this addon; We Apologize for the Inconvenience.™ Also available as part of the Bugnibus Bugfix Pack. Hermetic Sanctuary 1.2.0 (1.3.0)Automatically shuts down the four summoning portals on the Sanctum. Frequently Asked Questions: 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. 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). 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. Disable Sawbutcher Rares 1.0.0 (1.4.5)Removes the sawbutcher class from random generated npcs. 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:
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. 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: 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.
Visible Cloud Caller 1.0.0 (1.7.0)Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. 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: 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.) 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. Water Purification 1.0.0 (1.7.0)Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Negative Effect Timeout Cleanup 1.0.0 (1.7.0)Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. 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.] Buffs Display Wrap 1.0.0 (1.7.0)Modifies the buffs display in the Minimalist UI, arranging for the vertical stack of beneficial or detrimental effect indicators to wrap to the next column if it would otherwise overlap the main toolbar or the hotkeys toolbar. Also available as part of the Bugnibus Bugfix Pack. Explicit Default Cosmetics 1.0.0 (1.7.0)Fixes a small cosmetic glitch in the Customize dialog on the character creation screen by explicitly setting the default cosmetics for your current race/class/sex as selected, so that selecting a value in one category (like Skin) doesn't lose the default selection in another category (like Hair, leaving the character bald). 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. Particle Cleanup 1.1.6 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Activatable Object Cleanup 1.0.0 (1.7.0)Prevents and cleans up orphaned "activate-object" talents for objects activatable from inventory that you transmogrified from the transmogrification chest. Encouraged for players who use the Utility Supplies addon. Also available as part of the Bugnibus Bugfix Pack. 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. Inventory Show All Tabs By Default 2.0.0 (1.7.0)A small fix to equipment/inventory and store dialogs: the first time one is opened after loading a game, it will open with all inventory types selected rather than just weapons. Later invocations will remember the tabs selected in previous invocations, as per standard game behavior. Also available as part of the Bugnibus Bugfix Pack. Virtual Image Reload 1.0.0 (1.7.0)An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Keep Transmo Tab 1.1.1 (1.7.0)Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Worms Don't Walk 1.0.0 (1.3.0)Prevents worms that walk from being spawned. 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. 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. Staff Infusion 2.1.2 (1.7.4)Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. 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. Pre-Paid Hiemal Shield 1.2.1 (1.7.0)If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. 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. 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.] 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: 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: 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:
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. 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. 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. No Escort Quests 1.1.0 (1.3.0)Prevents escort quests from being generated. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Pride Goeth 1.0.0 (1.3.0)Prevents randbosses from spawning in the Orc Prides. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. 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. 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. Class: Explorer 1.0.0 (1.7.0)Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Improved Adventurer 1.0.4 (1.7.4)Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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:
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. Ambush Escape 1.3.0 (1.7.0)Gives the player an option to escape the orc ambush without fighting. 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.] 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:
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: Shimmer Pack: Pyromania 1.0.4 (1.6.0)Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Explorer |
| Level / Exp | 23 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton assassin at level 23 on the 43rd Pyre 123rd year of Ascendancy at 20:30 4 / 1 |
Primary Stats
| Strength | 39 (base 29) |
| Dexterity | 26 (base 24) |
| Constitution | 17 (base 12) |
| Magic | 41 (base 36) |
| Willpower | 34 (base 12) |
| Cunning | 29 (base 14) |
Resources
| Steam | 100/100 |
| Mana | 352/352 |
| Equilibrium | 0 |
| Vim | 188/188 |
| Life | 560/560 |
| Positive | 96/96 |
| Stamina | 228/228 |
| Soul | 8/9 |
| Healing Factor | 1.272941519274 |
| Regeneration | 9.2288260147365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +10% |
| Physical | +12% |
| Arcane | +3% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 32%( 70%) |
| Physical | + 5%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 12%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Confusion Resistance | 48% |
| Stun Resistance | 16% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 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 232 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 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 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Strength stat. |
Class Talents
| Spell / Glacial waste | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Berserker's strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Crusader | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Hiemal Shield |
| talent | Trained Reactions |
| talent | Raze |
| talent | Righteous Strength |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | 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 |
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.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. * An unusual individual contacted you and gave you a device to help you in the Sandworm lair. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 70. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. 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 ice ant stinger. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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! | active |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | traveler's 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: -5% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
| 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.(89 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| 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: 1.0 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 38.58 to 115.75 lightning damage (77.16 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Fulurand the Airjam [power 266] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Con Changes resistances: +3% lightning / +2% physical Changes resistances penetration: +5% physical Changes damage: +6% lightning / +12% physical It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
| On fingers | warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+6 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | dwarven-steel greatmaul (153% power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 Two-handed Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
| On hands | brawler's hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +3 Str / +2 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Spellpower: +7 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +5.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 214 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
movement infusion (speed 534%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% 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. 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 191; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 191 life over 5 turns. Its effects scale with your Cunning 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. Press to compare to your current inscriptions |
13 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. |
infusion patch 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. |
7 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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 305 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
manasurge rune (regen 602% over 10 turns; mana 30; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 602% for 10 turns (45 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the warrior (absorb 167; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 167 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 186; dur 3; cd 15)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: 15 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 186 damage for 3 turns. Its effects scale with your Magic 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. |
13 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! |
5 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! |
copper amulet of the fish =SET:WaterBreathing=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) =SET:Dexterity=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% light / +10% darkness Blindness immunity: +23% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
serendipitous steel amulet of perfection (0.10 Technique / Combat techniques,0.10 Spell / Undead drake)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Lck Talent masteries: +0.10 Technique / Combat techniques +0.10 Spell / Undead drake Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
steel amulet 'Salymina'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Wil Changes resistances: +3% light / +5% arcane Talent mastery: +0.15 Spell / Undead drake Mental save: +6 (+3 eff.) Psi when hit: +0.12 Amulets make your neck look great! |
enraging gold amulet of strength (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str Changes damage: +7% physical Combat speed: +10% Amulets make your neck look great! |
starlit gold amulet of cunning (+4) =SET:Cunning=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% light / +12% darkness Blindness immunity: +23% Amulets make your neck look great! |
marksman's copper ring of corrosion (+20%) =SET:Dexterity=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring =SET:Magic=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
marksman's steel ring of sensing =SET:Dexterity=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Blindness immunity: +25% Infravision radius: +4 See stealth: +5 See invisible: +8 Rings make your fingers look great! |
conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Defense: +9 (+5 eff.) Changes stats: +4 Mag / +6 Wil Spellpower: +6 (+3 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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Mental save: +8 (+4 eff.) Confusion immunity: +26% Rings make your fingers look great! |
balanced steel greatmaul of massacre (144% power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 Two-handed Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+5 eff.) Disarm immunity: +28% Massive two-handed mauls. |
flaming steel greatmaul of massacre (144% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 Two-handed Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire Massive two-handed mauls. |
NOTE: +statsSamidar (138% power, 5 apr) =SET:Cunning=MAINHAND= Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 One-handed Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 51% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Defense: +8 (+4 eff.) Changes stats: +4 Str / +7 Dex / +8 Mag / +11 Wil / +7 Cun / +6 Con Changes resistances: +6% temporal / +3% cold Critical mult.: +20.00% Disarm immunity: +27% Mindpower: +5 (+3 eff.) One-handed war axes. |
NOTE: +MAG/+CUNUmbral Razor (129% power, 10 apr) =SET:Magic= Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 One-handed, mainhand or offhand Power: 129% Range: 1.3x Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 85.13 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 One-handed, mainhand or offhand Power: 94% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
NOTE: +CUNthorny mindstar 'Stormglory' (94% power, 24 apr, nature damage) =SET:Cunning=OFFHAND= Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 One-handed, mainhand or offhand Power: 94% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +6% lightning Changes damage: +6% lightning Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +28 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
NOTE: +DEXranger's ash longbow =SET:Dexterity= Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 Two-handed Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +5 Dex Longbows are used to shoot arrows at your foes. |
NOTE: Sleep resistdreamer's woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +11% mind / +9% all Changes damage: +7% all Physical save: +11 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +20 (+9 eff.) Spellpower: +12 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
NOTE: Carrying capacityrough leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 A belt that goes around your waist. |
rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +32.00 A belt that goes around your waist. |
pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 143.04 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Changes stats: +3 Mag / +4 Wil Changes resistances: +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +11% physical Changes damage: +11% physical A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour) =SET:Dexterity=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
rough leather cap of might (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con A cap made of leather. |
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 (+6 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 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 12.00 mind and 12.00 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 14% 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 13. Terrified: Deals 2.50 mind and 2.50 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 4.68 mind and 4.68 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. |
bladed iron helm of knowledge (0 def, 3 armour) =SET:Cunning=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +2 Wil / +3 Cun Mindpower: +4 (+2 eff.) Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 90.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
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. |
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 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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28) Activation puts all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dora the Cornac Explorer level 11
9th Flare 122nd year of Ascendancy at 07:55 see stats
Earth Master
Killed Harkor'Zun.By Dora the Cornac Explorer level 20
67th Regrowth 123rd year of Ascendancy at 20:56 see stats
Exterminator
Killed 1000 creatures.By Dora the Cornac Explorer level 19
43rd Regrowth 123rd year of Ascendancy at 16:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dora the Cornac Explorer level 17
1st Regrowth 123rd year of Ascendancy at 10:47 see stats
Level 10
Got a character to level 10.By Dora the Cornac Explorer level 10
3rd Flare 122nd year of Ascendancy at 15:29 see stats
Level 20
Got a character to level 20.By Dora the Cornac Explorer level 20
45th Regrowth 123rd year of Ascendancy at 09:38 see stats
May the 4th be with you!
.By Dora the Cornac Explorer level 22
26th Pyre 123rd year of Ascendancy at 13:53 see stats
The Arena
Unlocked Arena mode.By Dora the Cornac Explorer level 11
8th Dusk 122nd year of Ascendancy at 00:39 see stats
The secret city
Discovered the truth about mages.By Dora the Cornac Explorer level 12
16th Dusk 122nd year of Ascendancy at 16:17 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Dora the Cornac Explorer level 17
75th Haze 122nd year of Ascendancy at 21:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dora the Cornac Explorer level 20
68th Regrowth 123rd year of Ascendancy at 03:32 see stats
Log
Ran for 4 turns (stop reason: terrain change on right side).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 4 turns (stop reason: terrain change on right side).
Ran for 6 turns (stop reason: terrain change on left side).
Ran for 6 turns (stop reason: terrain change on right side).
Ran for 4 turns (stop reason: terrain change on left side).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 25 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
You gain 12.00 gold from the transmogrification of emerald.
You gain 12.00 gold from the transmogrification of onyx.
You gain 2.17 gold from the transmogrification of hardened leather cap of trickery (0 def, 3 armour).
You gain 4.87 gold from the transmogrification of thorny mindstar of gales (96% power, 24 apr, mind damage).
You gain 8.00 gold from the transmogrification of enhanced dwarven-steel waraxe of projection (116% power, 4 apr).
You gain 3.17 gold from the transmogrification of manaburning dwarven-steel longsword (126% power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (143% power, 2 apr).
You gain 0.75 gold from the transmogrification of yew vilestaff (120% power, 4 apr, darkness element).
You gain 6.76 gold from the transmogrification of infernal yew starstaff of might (120% power, 4 apr, physical element).
































































































