











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ashes of Urh'Rok 1.6.7Official 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:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Unrandom Egos 1.5.5No wide random numerical ranges on ego modifiers. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Demonologist: ReSeeded 1.6.7A full redesign of the Demonologist class, featuring rewritten flavour text, enhanced QoL, some enhanced visuals, and many, many balance and design changes to talents intended to reduce tedium and enhance gameplay diversity while holding true to Demonologist's core gameplay as a heavily-armored melee/caster hybrid. Features include: An entirely new talent tree: Bloodbinding, replacing Combat Techniques and Combat Veteran. Lay down hexing circles to strip foes' strength and restore your stamina, and go for their throats with a deadly gap closer that strikes without fail! No more tedious sustain management: Osmosis Shield, Rain of Fire, and similar talents have all been reworked so that they only drain your Vim when they directly take effect, preserving their functionality while removing the need to manually toggle them off and on to conserve your limited reserves of Vim! Enhanced demon seed management: Demon seeds are now automatically replaced when you acquire a new seed of the same type but greater level, and cleaning all the outdated seeds from your inventory is as quick and easy as pushing a button! Seed descriptions are now more verbose, giving a short explanation of what equipped talents actually do! Rebalanced and redesigned talents: Every single one of Demonologist's unique trees and talents has been given a revamp to improve midfight utility, reduce tedious prebuffing, streamline awkward mechanics, focus their damage output, and provide more sensible scaling that rewards investment in specific aspects of the class! Poor talents have been buffed, broken talents fixed, and centralisation has been moved away from just a few extremely strong skills to a wide array of potential build options, all while preserving the class's core ethos as a spellslinging melee fighter that refuses to die no matter how much punishment it takes! Massively redesigned demon seeds: Ring seed effects are much more diverse, and all other seeds have been rebalanced as well, with improved or all-new effects on the vast majority of seeds. Demon seed talents have been given the same balance and design pass as those of the core class, giving enhanced functionality while maintaining the same wild variety of diabolical techniques to respin the class's basic gameplay! And many more! A (mostly) comprehensive list of changes from basegame can be perused in basegame_changes.txt within the .team file. Truth has many facets, adventurer. Those who walk in darkness can see the light all the more starkly. Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer Evolutions 1.6.1Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.6.7Official 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.
Opt-in Adventurers Parties 1.1.0Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Demon Seeds Plus 1.6.7Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Items Vault 1.6.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Actually Usable Damage Reduction 1.6.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Infinite Cat Points 1.4.0One Cat Point per level. Wall Clock 1.6.0Simplified Prodigy Requirements 1.6.0The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 29 / 5% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 3rd Summertide 122nd year of Ascendancy at 03:26 / 2Killed by Betyyama the large white snake at level 28 on the 15th Dusk 122nd year of Ascendancy at 02:16 |
| Antimagic | Follower |
Primary Stats
| Strength | 126 (base 30) |
| Dexterity | 41 (base 1) |
| Constitution | 60 (base 10) |
| Magic | 29 (base 1) |
| Willpower | 111 (base 60) |
| Cunning | 98 (base 54) |
Resources
| Life | 794/794 |
| Stamina | 368/368 |
| Psi | 201/201 |
| Healing Factor | 1.3260869565218 |
| Regeneration | 3.73542602235 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 44.519345751312 |
| See Invisible | 53.519345751312 |
Offense: Mainhand
| Damage | 197 |
| Accuracy | 85 |
| Crit Chance | 37% |
| APR | 27 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 31% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 31% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +9% |
| Physical | +9% |
| Lightning | +18% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +42% |
| Lightning | +37% |
| Fire | +42% |
| All | +17% |
Defense: Base
| Armour (hardiness) | 44 (38.536585365854%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 55 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 62%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 47%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 36%( 70%) |
| Physical | + 33%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 58% |
| Poison Resistance | 59% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 677 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 355 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 992% 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Trapping | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.12 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Volatile Poison |
| talent | Concealment |
| talent | Trained Reactions |
| talent | Leeching Poison |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Sleep (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed orc heart. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | enhanced yew longbow of piercing4.0 T3 longbow 1H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +14 Str +14 Dex +12 Mag +14 Wil +14 Cun +14 Con dps ---------- Res.pen +17% all Acc +26 (+5 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
| Quiver | high-capacity quiver of yew arrows of accuracy (58/58, 34.5-48.3 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 34.5 - 48.3 Physical Uses 90% Wil, 70% Cun Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Acc +26 Apr +10 Crit +2.0% Capacity 58 While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
| Light source | Glimmerpanic2.0 T1 lite [Rare] Master While equipped: Stats +6 Str +4 Mag +9 Con dps ---------- Dmg.mod +9% light ----- def ----- Resists +9% light ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gutta (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +7 Wil +6 Cun +3 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 Infravis +2 See.Invis +9 A cap made of leather. |
| On feet | Daimeredor the pair of rough leather boots (0 def, 13 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% physical ----- def ----- Armour +13 Resists +4% physical +15% fire Stealth +7 Silence- +0% A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +14 (+5 eff.) ---------- misc Max.stam +22.00 Rings can have magical properties. |
| On fingers | copper ring 'Airwild'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +25% fire Melee Ret 8 lightning ----- def ----- Resists +30% lightning +12% fire Max.HP +26.00 Disarm- +26% Pinning- +26% Knockbk- +25% Rings can have magical properties. |
| Around neck | Gloranor the steel amulet0.1 T2 amulet jewelry [Random Unique] Disrupt/Master While equipped: Stats +4 Dex +3 Wil +2 Cun +6 Con ----- def ----- Resists +32% nature +36% blight Poison- +59% Disease- +59% ---------- misc Masteries +0.12 Technique/Mobility Amulets can have magical properties. |
| In main hand | enhanced yew longbow of dampening4.0 T3 longbow 2H weapon [Ego+] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +14 Str +11 Dex +14 Mag +14 Wil +14 Cun +11 Con ----- def ----- Resists +18% acid +20% lightning +18% cold +15% fire +11% all Spell.save +17 (+5 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Isuleta' (20 def, 8 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +25 (+5 eff.) Acc +7 (+1 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Resists +15% acid Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +32% Unarmed combat: Power 16.0 - 17.6 Physical Uses 80% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Elenuzilafang the Demonmark1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +18% darkness Res.pen +25% darkness +20% lightning Against +19% Summoned Melee Ret 10 darkness ----- def ----- Resists +30% lightning D.Red.from +21% Summoned A belt that goes around your waist. |
| Cloak | linen cloak 'Brenyhor' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +6 Str +4 Dex +3 Wil +3 Con dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +16 (+5 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Boltgash' (20 def, 14 armour)9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Phasing +30% ----- def ----- Armour +14 Defense +20 (+6 eff.) Fatigue +8% Resists +8% mind +12% lightning Mind.save +37 (+9 eff.) ---------- misc Max.vim +50.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 302; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. 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 |
wild infusion of the wizard (res 28%; mental, physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the wild infusion's secondary power to reduce all damage taken by 28% for 3 turns. Its effects scale with your Magic stat. 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 |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
slime-covered stralite dagger of massacre (41-53.3 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Disrupt/Master Power 41.0 - 53.3 Physical Uses 85% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 17% chance to slow global speed by 71% Sharp, short and deadly. |
Blizzardtitan4.0 T2 longbow 2H weapon [Rare] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Dmg.mod +15% arcane +30% cold Res.pen +25% arcane +20% physical Longbows are used to shoot arrows at your foes. |
Elulle4.0 T1 longbow 2H weapon [Rare] Master Power 6.0 - 6.6 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Range +6 While equipped: Stats +6 Dex dps ---------- Res.pen +9% physical Apr +4 ----- def ----- Armour +10 Defense +25 (+7 eff.) ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
ranger's elm longbow4.0 T1 longbow 2H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Dex Longbows are used to shoot arrows at your foes. |
steady elm longbow of cold4.0 T1 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +12 cold While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +17% cold Acc +11 (+2 eff.) Longbows are used to shoot arrows at your foes. |
steel mace 'Poreyatha' (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 13.0 - 18.2 Physical Uses 140% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +11 darkness Against +10% Living On Crit.r2 +21 lightning +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mov.spd +32% Res.pen +13% lightning +13% cold On Hit (Melee): * 20% chance to reduce armor by 13% * 20% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
mighty rough leather sling of fire4.0 T1 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +8 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Resists +7% light +7% darkness Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Jetsear (1 def, 7 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% darkness Melee Ret 6 darkness ----- def ----- Armour +7 Defense +1 (+1 eff.) Resists +6% darkness +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +3 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of Eldoral (3 def, 0 armour)2.0 T5 cloak armor [Ego] Nature/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Defense +3 (+1 eff.) Max.HP +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Nightwolf' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid Melee Ret 4 darkness ----- def ----- Resists +21% acid +12% fire +3% temporal +7% all Spell.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of darkness (+21%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +7% all Mind.save +18 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +7% all Poison- +26% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamiyatar the Sulfurwrecker (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% nature Res.pen +20% nature Melee Ret 6 nature ----- def ----- Armour +1 Resists +12% light Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Chargeonslaught the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +3 Fatigue +2% Resists +18% acid +18% lightning HP.reg +3.00 Heal.mod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dourwind the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Res.pen +10% darkness ----- def ----- Armour +1 Fatigue -6% Resists +9% darkness Phys.save +7 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +25% Confus- +26% Stun/Frz- +26% A pair of boots made of leather. |
Neridhewe (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +9 Wil +6 Cun +3 Con dps ---------- Crit.mult +15.00% ----- def ----- Armour +2 Fatigue +3% Phys.save +17 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +32% Unarmed combat: Power 20.5 - 28.7 Physical Uses 80% Wil, 80% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +14 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 6.5 - 7.2 Physical Uses 80% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +1 Crit +7.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Mayodhebeth' (30 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +30 (+9 eff.) Fatigue +5% Resists +3% mind Phys.save +19 (+7 eff.) Heal.mod +10% Poison- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+4) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of constitution (+10) (0 def, 5 armour)3.0 T5 head armor [Ego] Master While equipped: Stats +10 Con ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Zubumiwe (14/14, 19.5-27.3 power, 13 apr)3.0 T2 arrow ammo [Rare] Psionic Power 19.5 - 27.3 Physical Uses 90% Wil, 70% Cun Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +13 Crit +4.5% Capacity 14 Proj.spd +200% Ranged+ +29 physical On Hit.r1 +12 acid On Hit: * 20% chance to knock the target back 3 spaces and deal 290 physical damage While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
manaburning quiver of ash arrows of accuracy (22/22, 22-30.8 power, 7 apr)3.0 T2 arrow ammo [Ego] Disrupt/Master Power 22.0 - 30.8 Physical Uses 90% Wil, 70% Cun Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 22 On Hit: * 24 arcane resource burn Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elm arrows of daylight (18/18, 13.5-18.9 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 13.5 - 18.9 Physical Uses 90% Wil, 70% Cun Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Rld cld 3 Ranged+ +12 light Against +15% Undead Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
138 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Anuroddakhad (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +18% mind ----- def ----- Armour +4 Fatigue -5% Resists +9% temporal Heal.mod +10% ---------- misc Psi/ret +0.08 Max.psi +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Barokalthokhad the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Dmg.mod +7% mind Acc +10 (+2 eff.) ----- def ----- Resists +12% mind ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Belutha the Wildnigh2.0 T1 lite [Rare] Arcane While equipped: Stats +8 Dex +6 Mag +5 Cun dps ---------- Melee Ret 14 fire ----- def ----- Resists +12% nature +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(158 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Max.HP +48.00 Heal.mod +13% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 246/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots of wind (22/22, 12.5-15 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 12.5 - 15.0 Physical Uses 40% Wil, 120% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 221 physical damage Shots are used with slings to pummel your foes to death. |
thought-forged pouch of iron shots of accuracy (17/17, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego] Master/Psionic Power 13.5 - 16.2 Physical Uses 40% Wil, 120% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +8 Apr +1 Crit +4.0% Capacity 17 Rld cld 6 Ranged+ +9 mind On Hit: * 14% chance to reduce all saves and defense by 42 Shots are used with slings to pummel your foes to death. |
elm totem of stinging 'Blindwreck' [power 128] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness +5% light ----- def ----- Resists +6% darkness ---------- misc Light +3 Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Eleedoir the Thalore Archer level 23
8th Dusk 122nd year of Ascendancy at 20:05 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Eleedoir the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 20:51 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Eleedoir the Thalore Archer level 20
2nd Flare 122nd year of Ascendancy at 10:00 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Eleedoir the Thalore Archer level 23
9th Flare 122nd year of Ascendancy at 20:59 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Eleedoir the Thalore Archer level 26
13rd Dusk 122nd year of Ascendancy at 21:01 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Eleedoir the Thalore Archer level 7
79th Pyre 122nd year of Ascendancy at 08:25 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Eleedoir the Thalore Archer level 22
4th Flare 122nd year of Ascendancy at 16:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Eleedoir the Thalore Archer level 19
2nd Flare 122nd year of Ascendancy at 07:18 see stats
Log
You gain 10.91 gold from the transmogrification of stormbringer's dwarven-steel greatsword of massacre (51-81.6 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (23-36.8 power, 2 apr).
You gain 3.89 gold from the transmogrification of manaburning dwarven-steel greatsword of massacre (50-80 power, 2 apr).
You gain 20.00 gold from the transmogrification of Spectral Blade (26-41.6 power, 25 apr).
You gain 17.50 gold from the transmogrification of Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr).
You gain 25.00 gold from the transmogrification of Anolakor the iron greatmaul (35-52.5 power, 1 apr).
You gain 0.85 gold from the transmogrification of shatter afflictions rune (absorb 119; cd 22).
You gain 2.70 gold from the transmogrification of ethereal rune of the psychic (power 42; resist 52%; move 72%; dur 5; cd 18).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Blood soaked ruins... rumored to be a lair for vampires. here (press '' or right click to use).
Today is the 16th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
You can check the ingredients you possess by pressing Escape and selecting 'Show ingredients'.
Accepted quest 'The Brotherhood of Alchemists'! (Press 'j' to see the quest log)
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
There is a Blood soaked ruins... rumored to be a lair for vampires. here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Eleedoir deactivates Leeching Poison.
Eleedoir deactivates Intuitive Shots.
Eleedoir deactivates Aim.
Eleedoir deactivates Concealment.
Eleedoir deactivates Volatile Poison.
Eleedoir deactivates Trained Reactions.
Eleedoir deactivates Beyond the Flesh.


























































































































