Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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.
Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Bull |
Class | Minotaur |
Level / Exp | 50 / 892% |
Size | gargantuan |
Lifes / Deaths | Killed by poison blast trap at level 25 on the 11st Regrowth 123rd year of Ascendancy at 20:55 1 / 6Killed by orc high cryomancer at level 32 on the 64th Regrowth 123rd year of Ascendancy at 05:39 Killed by Urkis, the High Tempest at level 37 on the 60th Pyre 123rd year of Ascendancy at 17:27 Killed by Meria at level 39 on the 10th Dusk 123rd year of Ascendancy at 05:46 Killed by Ce'Nywen the blinkwyrm at level 39 on the 10th Dusk 123rd year of Ascendancy at 22:37 Killed by Emelylranor the blinkwyrm at level 40 on the 12nd Dusk 123rd year of Ascendancy at 11:13 |
Primary Stats
Strength | 109 (base 65) |
Dexterity | 105 (base 57) |
Constitution | 68 (base 36) |
Magic | 119 (base 60) |
Willpower | 61 (base 20) |
Cunning | 74 (base 7) |
Resources
Equilibrium | 0 |
Vim | 266/286 |
Life | 3878/3878 |
Stamina | 409/431 |
Fury | 184/184 |
Healing Factor | 1.8946682359785 |
Regeneration | 35.525029424597 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +104% |
Vision
Sight | 13 |
Lite | 26 |
Infravision | 13 |
See Stealth | 23 |
See Invisible | 25 |
Offense: Mainhand
Damage | 247 |
Accuracy | 108 |
Crit Chance | 104% |
APR | 63 |
Speed | 1.00 |
Offense: Spell
Spellpower | 120 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Mind | +52% |
Lightning | +57% |
Light | +47% |
Nature | +43% |
Darkness | +52% |
Arcane | +46% |
Fire | +57% |
All | +37% |
Offense: Damage Penetration
Lightning | +10% |
Nature | +10% |
Darkness | +25% |
Blight | +15% |
Physical | +20% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 150.26950276901 (100%) |
Defense | 85 |
Ranged Defense | 89 |
Fatigue | 22 |
Physical Save | 58 |
Spell Save | 58 |
Mental Save | 53 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 57%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 38%( 70%) |
All | + 22%( 70%) |
Darkness | + 55%( 70%) |
Light | + 52%( 70%) |
Mind | + 34%( 70%) |
Fire | + 57%( 70%) |
Lightning | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 26% |
Disarm Resistance | 79% |
Inscriptions (0/0)
Class Talents
Wild-heart / Severance | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Mystical Beast | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-heart / Brute Force | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-child / Metal Rending | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Blighted / Uruivellas | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Raging Beast | 1.10 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-heart / Seismancy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Ego / Bull | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Blighted / Seething | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-heart / Hoarding Beast | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Natural Combat | 1.15 |
| 7/10 |
| 10/10 |
| 10/10 |
| 1/10 |
| 9/10 |
| 2/10 |
| 10/10 |
| 10/10 |
Wild-heart / Inner Animal | 0.80 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
Wild-heart / Stone Flesh | 1.10 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Wild-heart / Martial Training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-child / Wealth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Horn Once Scorned |
talent | Heat Up |
talent | Swordbreaker |
talent | Vile Heart |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Luck by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Luck by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Rabbit's Foot (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Nature Hardened (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Nature Hardened (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Nature Hardened (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved Luck by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Natural Combat by +0.05. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
You have agreed to become the Grand Corruptor's loyal pet and assist him as he assaulted the Ziguranth main base of power. In pursuit of powerThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and consumed his power. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - You told The Summoner about the Shade. He explained this shade was no one of interest, unfortunately. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past 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. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * You explored an abandoned complex and found a mutant human created through experiments. Unfortunately, he offered you no solutions to your problems... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Underneath Lake Nur, you found... Perhaps the ULTIMATE source of power... However, you have no idea how to utilize it. Perhaps you should inform the Summoner? - It is no use. Dreadfell seems to be the only place left that you have not explored... * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... - Zemekkys appears to have helped The Summoner reach Maj'Eyal in the past, but will say no more than that. No doubt, he can help you get back as well, but you'll need to do some tasks... - You got back home safely! Go tell The Summoner what has transgressed! - You found the Summoner! - You could not tell The Summoner what you really thought of him... And he somehow seems to have known...! | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? You defeated your opponent and created an orb out of its essence! Using the Staff of Absorption, you have created yourself a Lifelink-- something along the lines of a battery. With this, you should have absolutely no issues journeying to the Far East. There, you should find this elusive 'Truth'... You have made it to the Far East! | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Dignity LostWith that said, you have become a Minotaur. What could this possibly mean...? *** Honour You feel ashamed and, somehow, need to free up this guilt... Time for some mercenary work! - You offered to bring an apprentice mage a precious artifact. - "Ukllmswwik" offered you a pearl as payment to slay a certain tyrannical "Slasul"... - You rescued Derth from a horrible lightning storm... Sorta. - Listening to Linaniil's request, you chose to venture into Tempest Peak - You offered to put down some beast that is slaughtering some lumberjacks. - You offered to appease the restless soul of a certain "Celia" in the Last Hope Graveyard. - You offered to rescue a woman's husband from nasty spiders. - You offered to establish a link to Maj'Eyal via a portal. - You offered to aid this alchemist in establishing a portal link to the Far East. - You offered to save this young woman from dangerous cultists. - You offered to help a jeweller to discover the secrets of a magic tome. - Your pride, once more, feels strong-- Though something is STILL missing... *** Bodyguard Someone out there ALWAYS needs protecting-- It's only a matter of finding out who... - On Floor 2 of Daikara, you found the injured seer. * With your aid, the injured seer reached the portal! - On Floor 6 of Dreadfell, you found the injured seer. * With your aid, the injured seer reached the portal! - On Floor 5 of Dreadfell, you found the lost defiler. * With your aid, the lost defiler reached the portal! - On Floor 3 of Dreadfell, you found the lone alchemist. * With your aid, the lone alchemist reached the portal! - On Floor 4 of Old Forest, you found the lost sun paladin. * With your aid, the lost sun paladin reached the portal! - On Floor 4 of Dreadfell, you found the lost tinker. * With your aid, the lost tinker reached the portal! - On Floor 8 of Dreadfell, you found the worried loremaster. * With your aid, the worried loremaster reached the portal! - On Floor 3 of Trollmire, you found the lost defiler. * With your aid, the lost defiler reached the portal! - On Floor 2 of Dreadfell, you found the lost defiler. * With your aid, the lost defiler reached the portal! Somehow, you feel as though these are all the escorts you will ever see. Thank goodness... ... You also feel quite satisfied with the number of people you have saved! - You have collected many pieces to your past, but it's not quite consistent. There's still more that must be experienced... | active |
It seems much has occurred while you have been gone. The Summoner has given you a checklist of things you must accomplish in order to truly purify Maj'Eyal of evil: Returning Evils- "A giant corrupted tree?? Really now, nature has no place for such a thing! At least now, the forest is safe..." - "A spider capable of commanding celestial magics?? Incredible! It is, indeed, as I had surmised: Nature IS evolving!" - "A depressed sun paladin?? What could an anorithil be doing all the way out here?! The soul must have fallen into a portal... Or was pushed in." - "An angry, dragon-hating orc?? What? He wanted to kill you?? Well, did you explain everything to him? Honestly now..." - "A powerful and clever skeleton?? Was he, a servant, intending to take over The Master's domain? How very ambitious of him!" - "A giant blighted sandworm?? Oh dear... Was the queen containing this terrible fiend? Well, it is dealt with now, at least..." - "A crystalline replica of yourself?? Amazing! I wish I could have seen this for myself! Imagine: Crystalline animals!" - "The very spirit of Kor'Pul himself?? My gosh... Another restless dead... I only wish we could have settled him more... Amicably." - Within Reknor, you discovered the Lithfengel: a massive, powerful demon commanding blight and ash. Go tell The Summoner! Maj'Eyal is now a safe place, thanks to your hard work! | done |
The Summoner is really starting to lose it. He wants you to bring him the Awakened Staff of Absorption so that he could "show" you something... Saying Farewell... It is quite likely what he is about to show you is his own demise... And yet, there might still be some substance behind this. Worst case scenario: You become immortal. - The Summoner's parting gift was an orb filled with his natural energies. Simply clasping it permanently removes all necessity for a lifelink. One might say this is the end of your journey and his-- But you can feel his will within the orb, stressing to you: "No. This is only the beginning." | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1095. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Armour: +3 Fatigue: +5% Changes stats: +9 Str / +7 Dex / +8 Wil / +6 Cun / +8 Con Changes resistances: +12% darkness Changes resistances penetration: +25% darkness Changes damage: +6% nature Talent mastery: +0.40 Technique / Grappling Disarm immunity: +79% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 18 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Tail slot | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +2.0% Defense: +15 (+3 eff.) Changes stats: +6 Mag Changes resistances: +15% light / +6% arcane Changes resistances penetration: +20% physical Changes damage: +15% darkness Damage affinity(heal): +5% darkness Critical mult.: +10.00% Spellpower: +17 (+4 eff.) Light radius: +17 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 463.43 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +13 Changes stats: +7 Cun / +8 Str Changes resistances penetration: +10% nature Critical mult.: +15.00% Maximum life: +28.00 Maximum stamina: +30.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +2% Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
In mouth | Resplendant Orb of the Summoner Resplendant Orb of the SummonerInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con / +10 Lck When carried: Activating this item is instant. This item can be held in the mouth. Wearing this acts as a lifelink. It can be used to tap into The Summoner's power Activation costs 9 power out of 999991/1000000. An orb containing the spirit of The Summoner. Its touch invigorates you, reminding you of The Summoner's resplendent aura. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+4 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
In main hand | ![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Multiple attacks: +9 Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire Talent mastery: +0.20 Blighted / Uruivellas The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 282.68 fire damage, and flames will be left dealing a further 65.89 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances: +11% darkness / +18% lightning Changes resistances penetration: +10% lightning / +15% blight Changes damage: +9% arcane / +10% light / +15% mind Damage affinity(heal): +5% light Mental save: +15 (+5 eff.) Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +3% Light radius: +10 See stealth: +23 See invisible: +25 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 430.82 light damage. At talent level 3 you gain 55% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +30 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +3 (+0 eff.) Fatigue: -6% Changes resistances: +9% acid / +9% light Critical mult.: +52.00% Stealth bonus: +27 Physical save: +15 (+4 eff.) Spell save: +9 (+3 eff.) Poison immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning / +10% all Damage affinity(heal): +20% lightning Stun/Freeze immunity: +60% Spell crit. chance: +5% Mental crit. chance: +5% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; 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 nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 86.77 physical damage and 181.13 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 5 temporal, 5 blight, 3 physical, 5 arcane, 5 nature 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
![]() 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 695 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 539.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 19 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 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% nature / +6% physical Changes damage: +3% lightning Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Stamina each turn: +0.30 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes stats: +3 Dex Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +2 Maximum hate: +2.00 Spellpower: +15 (+3 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+4 eff.) Fatigue: -10% Changes stats: +5 Con / +10 Wil Changes damage: +15% blight / +15% fire / +6% physical Critical mult.: +20.00% Life regen: +5.00 Psi when hit: +0.08 Spellpower: +13 (+3 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 54 power out of 60/60) : Effective talent level: 2.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +1 Wil Changes resistances: +6% nature / +18% fire Changes damage: +9% nature / +3% fire Mental save: +8 (+3 eff.) Confusion immunity: +12% Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +3 Str / +3 Dex / +6 Con Changes resistances: +6% cold Changes resistances penetration: +25% blight Life regen: +4.00 Light radius: +3 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+5 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 29.88 darkness damage each turn for 6 turns, and has a 26% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Defense: +13 (+2 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% physical Critical mult.: +15.00% Stealth bonus: +8 Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Defense: +6 (+1 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes resistances: +13% fire / +17% light / +6% temporal Changes resistances penetration: +5% fire Stealth bonus: +8 Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Maximum life: +52.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Dex / +4 Mag / +2 Cun / +3 Con Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+5 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +6 (+1 eff.) Fatigue: -2% Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 65.76 to 82.20 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Changes stats: +1 Dex Changes resistances: +19% acid / +14% physical / +20% darkness / +14% fire / +16% cold / +18% mind / +15% all Changes damage: +14% acid / +14% physical / +21% fire / +6% cold Talent cooldown: Refit Golem (-4 turns) Critical mult.: +5.00% Physical save: +43 (+11 eff.) Spell save: +18 (+5 eff.) Mental save: +33 (+10 eff.) Stamina each turn: +3.00 Maximum stamina: +30.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 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 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 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. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +24 Armour: +3 Fatigue: +5% Damage (Melee): 12 fire Damage when hit (Melee): 2 light Changes stats: +11 Cun / +9 Dex Changes resistances: +7% fire Changes resistances penetration: +25% mind Changes damage: +7% fire / +6% light / +9% mind Light radius: +1 When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). Damage (radius 2) on crit: +11 fire It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 139.09 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes stats: +1 Cun / +2 Str Changes resistances: +12% acid / +3% darkness Changes damage: +3% acid Reduces incoming crit damage: 15.00% Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +5 (+0 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun / +7 Str Changes resistances: +6% darkness Changes resistances penetration: +10% blight Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Spell crit. chance: +1% Infravision radius: +2 See invisible: +3 When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +11 darkness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +19 Armour Hardiness: +14% Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +11 Con Changes resistances: +9% physical Changes resistances penetration: +25% lightning Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 12 acid Damage when hit (Melee): 10 lightning Changes resistances: +8% acid / +6% temporal / +6% blight Changes damage: +8% acid / +3% nature / +3% lightning Stun/Freeze immunity: +10% Teleport immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +11 acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +1% physical A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 44 Damage when hit (Melee): 6 mind Changes resistances: +12% light / +11% darkness Changes resistances penetration: +10% light Light radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% fire / +16% nature / +6% cold Changes damage: +11% nature A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes resistances: +7% acid / +33% physical / +9% lightning / +6% blight / +36% fire / +5% arcane / +9% cold Spell save: +15 (+4 eff.) Disease immunity: +15% Life regen: +9.30 Maximum life: +70.00 Mindpower: +9 (+3 eff.) Healing mod.: +14% A suit of armour made of leather. It was changed by the digestive sack. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 45 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +1 Str Changes resistances: +6% light Changes resistances penetration: +5% lightning Changes damage: +6% fire Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +4 Str / +2 Con Changes resistances: +5% arcane / +3% physical Spell crit. chance: +5% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of the Self Orb of the SelfInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Changes stats: +10 Lck When carried: Activating this item is instant. This item can be held in the mouth. It can be used to tap into The Summoner's power Activation costs 9 power out of 40000/40000. An orb containing part of your own spirit. Its touch empowers you; You feel as though another you were holding yourself up. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +5 Cun Critical mult.: +10.00% Equilibrium when hit: +0.20 Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Mindpower: +30 (+10 eff.) Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 79.76 cold damage and 79.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused 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.(118 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% arcane / +5% fire Changes damage: +3% temporal / +9% cold Light radius: +3 Healing mod.: +5% 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. |
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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Changes stats: +3 Wil / +3 Mag Talent masteries: +0.20 Spellweaving / Shieldweaving +0.20 Spellweaving / Warpweaving Your Spellweave multiplier for casting Spellwoven shields and teleportation spells is increased by 7.5%. It can be used to activate talent Weave Shield (costing 32 power out of 40/40) : Effective talent level: 1.0 Power cost: 32 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a spell Description: By focusing through the frame loom, create a basic shield. Generate a damage shield of one of four Spellwoven shield types, with 388 base power and 6 duration modified by the shield type: Basic: Normal damage shield with no effects. 100% power. Phantasmal: Only absorbs damage 50% of the time. 140% power. Dispersing: Only absorbs 100 damage from each damage instance. 125% power. Perfect Block: Only lasts 1 turn. 700% power. Shield power scales with Magic. Weaving is a common method used to teach novice Spellweavers the art of weaving the threads of magic. This tiny, weathered, handheld frame loom must have been used for teaching so many times that it absorbed a portion of Spellweaver magic. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 182 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 966.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 23 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 300.03 temporal and 332.88 darkness damage (based on Magic) Activation costs 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
The awesome and mighty minotusk warrior you are, you go about the world, seeking adventure and glory, never running away from a challenge ever again.
You become well known: The famed 'Bull-Man Mercenary'!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
You never did find out who or what you really are, but that does not matter now; you have found a new purpose.
... And so, Meria, though having sought the heavens and divided the earth, did not feel satisfied with his conquest-- He sought more than that.
Meria walks away from High Peak, dissatisfied, in search of more that requires his aid; a wandering avatar of nature, doing all that nature decrees...
However, your story does not yet have closure:
Back in Maj'Eyal, The Summoner is still yet unaware of your whereabouts. You should tell him the good news.
Achievements
By Meria the Bull Minotaur level 29
44th Regrowth 123rd year of Ascendancy at 17:05 see stats
By Meria the Bull Minotaur level 28
33rd Regrowth 123rd year of Ascendancy at 01:39 see stats
By Meria the Bull Minotaur level 37
4th Mirth 123rd year of Ascendancy at 03:57 see stats
By Meria the Bull Minotaur level 39
3rd Dusk 123rd year of Ascendancy at 02:03 see stats
By Meria the Bull Minotaur level 31
55th Regrowth 123rd year of Ascendancy at 00:45 see stats
By Meria the Bull Minotaur level 43
64th Dusk 123rd year of Ascendancy at 00:57 see stats
By Meria the Bull Minotaur level 20
9th Decay 122nd year of Ascendancy at 22:47 see stats
By Meria the Bull Minotaur level 47
50th Haze 123rd year of Ascendancy at 16:34 see stats
By Meria the Bull Minotaur level 30
49th Regrowth 123rd year of Ascendancy at 18:01 see stats
By Meria the Bull Minotaur level 42
25th Dusk 123rd year of Ascendancy at 17:19 see stats
By Meria the Bull Minotaur level 17
42nd Haze 122nd year of Ascendancy at 04:44 see stats
By Meria the Bull Minotaur level 37
3rd Summertide 123rd year of Ascendancy at 12:03 see stats
By Meria the Bull Minotaur level 49
72nd Haze 123rd year of Ascendancy at 17:49 see stats
By Meria the Bull Minotaur level 47
47th Haze 123rd year of Ascendancy at 18:45 see stats
By Meria the Bull Minotaur level 25
13rd Regrowth 123rd year of Ascendancy at 16:45 see stats
By Meria the Bull Minotaur level 35
28th Pyre 123rd year of Ascendancy at 05:35 see stats
By Meria the Bull Minotaur level 46
46th Haze 123rd year of Ascendancy at 08:05 see stats
By Meria the Bull Minotaur level 34
6th Pyre 123rd year of Ascendancy at 23:46 see stats
By Meria the Bull Minotaur level 10
1st Flare 122nd year of Ascendancy at 11:22 see stats
By Meria the Bull Minotaur level 20
66th Haze 122nd year of Ascendancy at 03:30 see stats
By Meria the Bull Minotaur level 30
48th Regrowth 123rd year of Ascendancy at 21:29 see stats
By Meria the Bull Minotaur level 40
11st Dusk 123rd year of Ascendancy at 08:53 see stats
By Meria the Bull Minotaur level 50
75th Haze 123rd year of Ascendancy at 02:27 see stats
By Meria the Bull Minotaur level 43
37th Dusk 123rd year of Ascendancy at 07:15 see stats
By Meria the Bull Minotaur level 48
62nd Haze 123rd year of Ascendancy at 22:11 see stats
By Meria the Bull Minotaur level 42
17th Dusk 123rd year of Ascendancy at 23:30 see stats
By Meria the Bull Minotaur level 20
73rd Haze 122nd year of Ascendancy at 16:53 see stats
By Meria the Bull Minotaur level 43
37th Dusk 123rd year of Ascendancy at 07:16 see stats
By Meria the Bull Minotaur level 27
19th Regrowth 123rd year of Ascendancy at 03:15 see stats
By Meria the Bull Minotaur level 35
37th Pyre 123rd year of Ascendancy at 22:11 see stats
By Meria the Bull Minotaur level 20
66th Haze 122nd year of Ascendancy at 23:37 see stats
By Meria the Bull Minotaur level 31
50th Regrowth 123rd year of Ascendancy at 13:17 see stats
By Meria the Bull Minotaur level 50
77th Haze 123rd year of Ascendancy at 12:11 see stats
By Meria the Bull Minotaur level 23
10th Regrowth 123rd year of Ascendancy at 03:25 see stats
By Meria the Bull Minotaur level 9
8th Mirth 122nd year of Ascendancy at 11:09 see stats
By Meria the Bull Minotaur level 44
24th Haze 123rd year of Ascendancy at 09:35 see stats
By Meria the Bull Minotaur level 20
75th Haze 122nd year of Ascendancy at 22:40 see stats
By Meria the Bull Minotaur level 50
77th Haze 123rd year of Ascendancy at 12:11 see stats
By Meria the Bull Minotaur level 50
76th Haze 123rd year of Ascendancy at 21:38 see stats
By Meria the Bull Minotaur level 13
16th Dusk 122nd year of Ascendancy at 03:20 see stats
By Meria the Bull Minotaur level 33
2nd Pyre 123rd year of Ascendancy at 03:43 see stats
By Meria the Bull Minotaur level 20
75th Haze 122nd year of Ascendancy at 03:59 see stats
By Meria the Bull Minotaur level 25
13rd Regrowth 123rd year of Ascendancy at 14:35 see stats
By Meria the Bull Minotaur level 18
42nd Haze 122nd year of Ascendancy at 19:57 see stats
By Meria the Bull Minotaur level 27
23rd Regrowth 123rd year of Ascendancy at 03:18 see stats
By Meria the Bull Minotaur level 42
24th Dusk 123rd year of Ascendancy at 22:41 see stats
Log
Today is the 3rd Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 4th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 5th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Saving done.
Today is the 6th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
There is a Summoner's Retreat here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
As you approach The Summoner, you are filled with invigoration. Your Lifelink has been recharged!
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.
Accepted quest 'Saying Farewell'! (Press 'j' to see the quest log)
Quest 'Saying Farewell' is done! (Press 'j' to see the quest log)
Meria picks up ( .): Raw Summoning Orb.
Lore found: Resplendant Orb of the Summoner
You can read all your collected lore in the game menu, by pressing Escape.
The Summoner stands alongside you; your natural energies already feel renewed...!
Meria wears: Resplendant Orb of the Summoner.
The Summoner stands alongside you; your natural energies already feel renewed...!
Meria wears: Resplendant Orb of the Summoner.