Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.4.8Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 200% |
Size | small |
Lifes / Deaths | Killed by Layyth the ogre mauler at level 25 on the 13rd Haze 122nd year of Ascendancy at 13:19 1 / 7Killed by elven blood mage at level 26 on the 13rd Haze 122nd year of Ascendancy at 22:11 Killed by Acolyte of the Sect of Kryl-Feijan at level 26 on the 14th Haze 122nd year of Ascendancy at 06:03 Killed by Glildanor the elven warrior at level 27 on the 14th Haze 122nd year of Ascendancy at 16:06 Killed by lava floor at level 31 on the 31st Haze 122nd year of Ascendancy at 13:42 Killed by war hound at level 34 on the 57th Haze 122nd year of Ascendancy at 03:17 Killed by skeleton mage at level 37 on the 9th Regrowth 123rd year of Ascendancy at 16:52 |
Primary Stats
Strength | 122.75899275263 (base 60) |
Dexterity | 75.517985505251 (base 60) |
Constitution | 65.517985505251 (base 60) |
Magic | 119.75899275263 (base 60) |
Willpower | 103.51798550525 (base 60) |
Cunning | 94.517985505251 (base 60) |
Resources
Hate | 104/120 |
Mana | 550/550 |
Negative | 197/197 |
Vim | 417/430 |
Life | 1035/1043 |
Positive | 0/197 |
Equilibrium | 65 |
Souls | 36/37 |
Healing Factor | 0.4 |
Regeneration | -0.54 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +137.29957955368% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 11.517985505251 |
Offense: Mainhand
Damage | 203 |
Accuracy | 67 |
Crit Chance | 64% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 101 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
All | +20% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 83.564865903426 (80%) |
Defense | 38 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 84 |
Mental Save | 73 |
Defense: Resistances
All | + 34%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 51% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 69% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Spell / Animus | 8.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Nightfall | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 2.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Dread | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Desecration | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic might | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Necrotic minions | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (melee) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ghosts | 2.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Chill | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Charnel | 2.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Reaper | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Squire | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Soul | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undeath | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 2.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Advanced-golemancy | 2.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 2.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Reaping | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 8.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 2.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dead secrets | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Soulforge | 2.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Meat Shield |
talent | River of Souls |
talent | Spirit Feed |
talent | Animus Hoarder |
talent | Overkill |
talent | Vampiric Gift |
talent | Frostdusk |
talent | Abyssal Shield |
talent | Necrotic Aura |
talent | Corpse Explosion |
talent | Willful Tormenter |
talent | Death Vortex |
talent | Blood Vengeance |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.8)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 13.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 19% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 15 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 8.8)Penalty : Fear of Death: -10% resistance against damage from the undead. Power 1+: Power over Death: +20% damage against the undead. Power 2+: -1 Luck, +9 Strength, +9 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 9. Power 4+: Reprieve from Death: Humanoids you slay have a 49% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target's armour and physical damage resistance is increased by 10%. Meat Shielded |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+19% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+46% chance to avoid traps). Power 4+: Unfortunate End: There is a 35% chance that the damage you deal will increase by 36% if the increase would be enough to kill your opponent. |
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 |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Nagash. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Healing Light (+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 Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +1. | 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. | active |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 785. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * You've found the needed faerlhing fang. | active |
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. | 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 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 failed to protect her when escorting her out of the crypt. | failed |
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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Camekaltholdil' (Shrouds) (0 def, 3 armour) pair of hardened leather boots 'Camekaltholdil' (Shrouds) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +6% blight Spell save: +12 (+2 eff.) Maximum mana: +60.00 Movement speed: +20% Curse of Shrouds A pair of boots made of leather. |
Quiver | Heatroar (Madness) (22/22, 23-32.2 power, 7 apr) Heatroar (Madness) (22/22, 23-32.2 power, 7 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 On weapon hit: * 20% chance to corrode armour * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +7 temporal / +7 physical Burst (radius 2) on crit: +4 acid / +8 fire Curse of Madness Arrows are used with bows to pierce your foes to death. |
Light source | dwarven lantern 'Cyrevena' (Misfortune) dwarven lantern 'Cyrevena' (Misfortune)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +2 Str / +2 Mag Changes damage: +3% arcane Critical mult.: +3.00% Life regen: +0.40 Light radius: +9 Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Malslek the Accursed's Hat (Corpses) (2 def, 0 armour) Malslek the Accursed's Hat (Corpses) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Corpses This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Tool | Elubeth the dwarven-steel pickaxe (Misfortune) (dig speed 16 turns) Elubeth the dwarven-steel pickaxe (Misfortune) (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Changes stats: +2 Str / +2 Con Changes resistances: +8% darkness / +7% fire Changes damage: +6% mind Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's stralite ring of power (Corpses) warrior's stralite ring of power (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +9 (+1 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses Rings can have magical properties. |
On fingers | Void Orb (Misfortune) Void Orb (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Misfortune It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 391.23 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | spiritwalker's drakeskin leather belt of the mystic (Shrouds) spiritwalker's drakeskin leather belt of the mystic (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Mag Mental save: +11 (+3 eff.) Mana each turn: +0.60 Maximum mana: +38.00 Spellpower: +8 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
In main hand | Rod of Sarrilon (Nightmares) (30-36 power, 4 apr, temporal element) Rod of Sarrilon (Nightmares) (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Nightmares A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
On hands | alchemist's drakeskin leather gloves of strength (+4) (Corpses) (0 def, 3 armour) alchemist's drakeskin leather gloves of strength (+4) (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +3 Damage (Melee): 10 acid / 8 fire / 7 cold / 9 lightning Changes stats: +4 Str / +4 Mag / +4 Wil When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 ice / +15 fire / +20 acid / +21 lightning Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dispeller's silk robe of power (Corpses) (3 def, 0 armour) dispeller's silk robe of power (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% lightning / +9% darkness / +10% blight / +9% fire / +10% cold / +10% light Changes damage: +13% all Physical save: +17 (+4 eff.) Spell save: +30 (+6 eff.) Mental save: +16 (+4 eff.) Spellpower: +16 (+3 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Porewyn' (Madness) (3 def, 0 armour) elven-silk cloak 'Porewyn' (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Dex / +8 Mag / +14 Wil / +8 Cun Changes resistances penetration: +5% blight / +5% arcane Changes damage: +3% blight Spell save: +12 (+2 eff.) Maximum mana: +85.00 Mental crit. chance: +7% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Turagund the gold amulet (Nightmares) Turagund the gold amulet (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +15% acid Spell save: +20 (+4 eff.) Mental save: +6 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Abysswaker the steel amulet (Shrouds) Abysswaker the steel amulet (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +1 Wil / +4 Mag Changes resistances penetration: +10% fire Changes damage: +6% blight Curse of Shrouds Amulets can have magical properties. |
Radherak the steel amulet (Nightmares) Radherak the steel amulet (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Con Talent masteries: +0.20 Wild-heart / Ravenous Beast +0.20 Steamtech / Psytech gunnery Life regen: +0.40 Maximum stamina: +10.00 Curse of Nightmares Amulets can have magical properties. |
Tempesthacker (Corpses) Tempesthacker (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +15% arcane / +3% lightning Talent mastery: +0.25 Wild-heart / Dissension Critical mult.: +10.00% Spell save: +16 (+3 eff.) Curse of Corpses Amulets can have magical properties. |
Nightsong (Corpses) Nightsong (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Curse of Corpses It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 4.4 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 4 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 68 damage per turn. The damage will increase with your Mindpower. You do +36% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's copper ring of corrosion (+20%) (Misfortune) marksman's copper ring of corrosion (+20%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Curse of Misfortune Rings can have magical properties. |
wizard's gold ring of clarity (Misfortune) wizard's gold ring of clarity (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +24% Curse of Misfortune Rings can have magical properties. |
Nerawe the Glitterripper (Corpses) (26-39 power, 2 apr) Nerawe the Glitterripper (Corpses) (26-39 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +32 light Burst (radius 1) on hit: +4 light / +4 temporal Damage against: +26% Undead When wielded/worn: Physical crit. chance: +10.0% Curse of Corpses Massive two-handed mauls. |
Stormorder the steel greatsword (Corpses) (27-43.2 power, 2 apr) Stormorder the steel greatsword (Corpses) (27-43.2 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +10 acid / +12 lightning Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +5% blight Curse of Corpses Massive two-handed swords. |
Huralerath (Madness) Huralerath (Madness)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Blight Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 10% chance to daze * 40% chance to disease Damage (Ranged): +11 fire Burst (radius 2) on crit: +2 arcane When wielded/worn: Changes stats: +3 Str / +3 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +9% lightning Changes damage: +12% physical / +3% arcane / +13% fire Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Curse of Madness Longbows are used to shoot arrows at your foes. |
Bokuraregomnir the vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage) Bokuraregomnir the vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 5.5 - 6.1 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +1 Cun / +2 Con Changes damage: +10% mind Grants telepathy: Dragon Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amuldil the elven-wood vilestaff (Nightmares) (25-30 power, 6 apr, acid element) Amuldil the elven-wood vilestaff (Nightmares) (25-30 power, 6 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.24 Spellpower: +33 (+5 eff.) Spell crit. chance: +20% Mindpower: +2 (+1 eff.) Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 180.13 to 216.16 acid damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Ashknave the elven-wood magestaff (Madness) (25-30 power, 5 apr, fire element) Ashknave the elven-wood magestaff (Madness) (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +12 (+1 eff.) Armour: +11 Defense: +11 (+4 eff.) Changes stats: +1 Wil Maximum wards: +3 fire Changes damage: +31% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +23.00% Spellpower: +21 (+3 eff.) Spell crit. chance: +21% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Blazegasher (Shrouds) (15-18 power, 3 apr, light element) Blazegasher (Shrouds) (15-18 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 21 arcane Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% blight Changes damage: +15% light / +6% lightning Talent granted: +1 Command Staff Maximum mana: +29.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Fogsquall the elven-wood starstaff (Madness) (25-30 power, 5 apr, light element) Fogsquall the elven-wood starstaff (Madness) (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to disease * 15% chance to inflict damage reduction Damage (Melee): 60 fire Damage when hit (Melee): 4 blight Changes resistances: +9% blight Changes damage: +25% light / +3% darkness Talent granted: +1 Command Staff Critical mult.: +50.00% Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Spellpower: +26 (+4 eff.) Spell crit. chance: +10% See invisible: +26 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Goragahor the yew starstaff (Corpses) (20-24 power, 4 apr, light element) Goragahor the yew starstaff (Corpses) (20-24 power, 4 apr, light element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Con Changes resistances: +3% nature / +3% fire Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +1.00 Maximum hate: +2.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Healing mod.: +16% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Jetbreacher' (Misfortune) (15-18 power, 3 apr, fire element) ash magestaff 'Jetbreacher' (Misfortune) (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +9% darkness Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
blighted yew starstaff of channeling (Corpses) (20-24 power, 4 apr, light element) blighted yew starstaff of channeling (Corpses) (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 9% chance to disease Changes damage: +20% light Talent granted: +1 Command Staff Mana each turn: +0.17 Vim when firing critical spell: +3.00 Maximum vim: +13.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +3% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Skeletal Claw (Misfortune) (55-60.5 power, 8 apr) Skeletal Claw (Misfortune) (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Misfortune It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 8.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 7 for 391.83 physical damage, and inflicting bleeding for another 195.91 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Velevena (Shrouds) Velevena (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Reduces incoming crit damage: 15.00% Confusion immunity: +5% Pinning immunity: +20% Stun/Freeze immunity: +5% Teleport immunity: +5% Life regen: +2.40 Only die when reaching: -40.00 life Healing mod.: +21% Curse of Shrouds A belt that goes around your waist. |
hardened leather belt 'Glorudaba' (Shrouds) hardened leather belt 'Glorudaba' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Dex / +4 Cun / +2 Con / +7 Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +19 Stealth bonus: +11 Equilibrium when hit: +0.12 Maximum hate: +6.00 Infravision radius: +5 Curse of Shrouds A belt that goes around your waist. |
Barandur the Skyfoe (Madness) (10 def, 0 armour) Barandur the Skyfoe (Madness) (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +10 (+4 eff.) Changes stats: +3 Cun / +5 Dex Changes resistances: +13% blight / +13% nature / +3% lightning Grants telepathy: Humanoid/Orc Physical save: +7 (+2 eff.) Life regen: +1.30 Healing mod.: +12% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Misfortune) (10 def, 0 armour) Serpentine Cloak (Misfortune) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Curse of Misfortune It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 4.0 Power cost: 30 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 17 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 2). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
cashmere cloak 'Serpentream' (Misfortune) (2 def, 0 armour) cashmere cloak 'Serpentream' (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +4 Dex / +4 Con Talent mastery: +0.40 Technique / Combat training Spell save: -20 (-4 eff.) Stamina each turn: +1.00 Mana each turn: -0.36 Only die when reaching: -80.00 life Healing mod.: +15% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinytta the woollen robe (Corpses) (0 def, 0 armour) Eilinytta the woollen robe (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +18% darkness Changes resistances penetration: +5% arcane Changes damage: +12% darkness / +12% blight Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (Nightmares) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Nightmares) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) Curse of Nightmares It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Vestments of the Conclave (Misfortune) (0 def, 0 armour) Vestments of the Conclave (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% Curse of Misfortune An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Zanagorn the silk robe (Corpses) (3 def, 0 armour) Zanagorn the silk robe (Corpses) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+1 eff.) Changes stats: +5 Dex Changes resistances: +15% acid / +15% physical / +15% temporal / +17% fire / +17% mind / +15% cold Changes damage: +12% acid / +12% physical / +15% temporal / +9% fire / +17% mind / +9% cold Talent cooldown: Refit Golem (-4 turns) Reduces incoming crit damage: 5.00% Physical save: +10 (+2 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Balydor' (Misfortune) (2 def, 0 armour) cashmere robe 'Balydor' (Misfortune) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +18% lightning / +18% light Changes damage: +12% lightning / +9% acid / +12% light / +7% nature Poison immunity: +25% Disease immunity: +30% Cut immunity: +10% Disarm immunity: +20% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of Angolwen (Nightmares) (5 def, 0 armour) stormwoven elven-silk robe of Angolwen (Nightmares) (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Str / +12 Mag / +10 Wil Changes resistances: +12% lightning / +15% cold Changes damage: +14% lightning / +12% physical / +16% cold Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+2 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayera (Corpses) (0 def, 3 armour) Mayera (Corpses) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag Changes resistances: +11% lightning / +8% temporal Light radius: +1 Infravision radius: +2 See invisible: +3 Curse of Corpses A pair of boots made of leather. |
pair of dwarven-steel boots 'Galorin' (Nightmares) (0 def, 4 armour) pair of dwarven-steel boots 'Galorin' (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Mag Spell save: +20 (+4 eff.) Mana each turn: +0.04 Spellpower: +5 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +8% New effects duration reduction after a teleport: +25% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (Corpses) (0 def, 2 armour) Flamewrought (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire Curse of Corpses It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 110.99 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
dwarven-steel gauntlets of the starseeker (Corpses) (0 def, 2 armour) dwarven-steel gauntlets of the starseeker (Corpses) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +7% darkness Infravision radius: +1 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Burst (radius 2) on crit: +28 light / +25 darkness Curse of Corpses It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.1 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 198.34 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour) Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Curse of Nightmares It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Quasit's Skull (Shrouds) (0 def, 12 armour) Quasit's Skull (Shrouds) (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Curse of Shrouds Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
The Black Crown (Madness) (0 def, 15 armour) The Black Crown (Madness) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Madness "For the demon who has everything." |
Yaldan Baoth (Shrouds) (0 def, 6 armour) Yaldan Baoth (Shrouds) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Brenoldil' (Nightmares) (7 def, 5 armour) drakeskin leather cap 'Brenoldil' (Nightmares) (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +7 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +7 Dex / +4 Cun Changes resistances: +20% darkness / +6% mind Changes resistances penetration: +15% mind Changes damage: +18% arcane Infravision radius: +6 Curse of Nightmares A cap made of leather. |
eldritch linen wizard hat (Corpses) (1 def, 0 armour) eldritch linen wizard hat (Corpses) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.70 Mana when hit: +0.80 Maximum mana: +41.00 Spellpower: +5 (+1 eff.) Curse of Corpses It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Chromatic Harness (Corpses) (10 def, 14 armour) Chromatic Harness (Corpses) (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Corpses This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cuirass of the Dark Lord (Misfortune) (0 def, 30 armour) Cuirass of the Dark Lord (Misfortune) (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 Curse of Misfortune It can be used to drain blood from all creatures within range 5, causing them to bleed for 534.66 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Blackfire Aegis (Corpses) (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (Corpses) (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) Curse of Corpses This rugged stone shield flickers with bursts of pitch black flame. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
963 alchemist agate (Corpses) 963 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-4 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Belolrawen the alchemist's lamp (Nightmares) Belolrawen the alchemist's lamp (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Changes resistances penetration: +5% temporal Critical mult.: +13.00% Mental save: +4 (+1 eff.) Pinning immunity: +10% Stun/Freeze immunity: +15% Maximum life: +43.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Isylle' (Nightmares) alchemist's lamp 'Isylle' (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances penetration: +5% mind Changes damage: +9% arcane Physical save: +12 (+3 eff.) Spell save: +39 (+8 eff.) Mental save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +55.00 Maximum mana: +40.00 Spell crit. chance: +1% Mindpower: +6 (+2 eff.) Mental crit. chance: +5% Light radius: +3 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Guardian's Totem (Madness) The Guardian's Totem (Madness)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) Curse of Madness It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life (Misfortune) Tree of Life (Misfortune)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 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Misfortune 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, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 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. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 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. |
ametrine ametrine0.00 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nagash the Lich Adventurer level 33
33rd Haze 122nd year of Ascendancy at 23:56 see stats
By Nagash the Yeek Adventurer level 27
23rd Haze 122nd year of Ascendancy at 18:47 see stats
By Nagash the Lich Adventurer level 33
32nd Haze 122nd year of Ascendancy at 09:37 see stats
By Nagash the Lich Adventurer level 39
28th Regrowth 123rd year of Ascendancy at 21:34 see stats
By Nagash the Lich Adventurer level 37
67th Haze 122nd year of Ascendancy at 22:20 see stats
By Nagash the Yeek Adventurer level 15
7th Mirth 122nd year of Ascendancy at 12:15 see stats
By Nagash the Yeek Adventurer level 21
9th Flare 122nd year of Ascendancy at 09:18 see stats
By Nagash the Lich Adventurer level 36
60th Haze 122nd year of Ascendancy at 00:56 see stats
By Nagash the Lich Adventurer level 47
50th Regrowth 123rd year of Ascendancy at 04:07 see stats
By Nagash the Yeek Adventurer level 28
28th Haze 122nd year of Ascendancy at 20:26 see stats
By Nagash the Yeek Adventurer level 16
10th Mirth 122nd year of Ascendancy at 17:40 see stats
By Nagash the Yeek Adventurer level 20
7th Flare 122nd year of Ascendancy at 15:49 see stats
By Nagash the Lich Adventurer level 41
28th Regrowth 123rd year of Ascendancy at 22:23 see stats
By Nagash the Lich Adventurer level 44
41st Regrowth 123rd year of Ascendancy at 00:27 see stats
By Nagash the Yeek Adventurer level 10
4th Mirth 122nd year of Ascendancy at 17:04 see stats
By Nagash the Yeek Adventurer level 20
7th Flare 122nd year of Ascendancy at 15:10 see stats
By Nagash the Yeek Adventurer level 30
30th Haze 122nd year of Ascendancy at 01:11 see stats
By Nagash the Lich Adventurer level 40
28th Regrowth 123rd year of Ascendancy at 21:50 see stats
By Nagash the Lich Adventurer level 50
67th Regrowth 123rd year of Ascendancy at 01:07 see stats
By Nagash the Yeek Adventurer level 31
31st Haze 122nd year of Ascendancy at 13:42 see stats
By Nagash the Lich Adventurer level 49
52nd Regrowth 123rd year of Ascendancy at 21:00 see stats
By Nagash the Lich Adventurer level 50
67th Regrowth 123rd year of Ascendancy at 22:20 see stats
By Nagash the Lich Adventurer level 41
28th Regrowth 123rd year of Ascendancy at 22:21 see stats
By Nagash the Yeek Adventurer level 11
4th Mirth 122nd year of Ascendancy at 17:49 see stats
By Nagash the Lich Adventurer level 37
60th Haze 122nd year of Ascendancy at 02:22 see stats
By Nagash the Yeek Adventurer level 27
23rd Haze 122nd year of Ascendancy at 18:47 see stats
By Nagash the Yeek Adventurer level 11
4th Mirth 122nd year of Ascendancy at 18:59 see stats
By Nagash the Lich Adventurer level 46
41st Regrowth 123rd year of Ascendancy at 18:26 see stats
By Nagash the Yeek Adventurer level 30
30th Haze 122nd year of Ascendancy at 19:40 see stats
By Nagash the Yeek Adventurer level 21
9th Flare 122nd year of Ascendancy at 08:59 see stats
By Nagash the Lich Adventurer level 32
32nd Haze 122nd year of Ascendancy at 08:14 see stats
Log
There is an entrance to a slimy pit here (press '' or right click to use).
You gain 17.98 gold from the transmogrification of dragonbone vilestaff 'Hanyleg' (Misfortune) (30-36 power, 6 apr, fire element).
You gain 19.51 gold from the transmogrification of Scorchmight the dragonbone magestaff (Nightmares) (30-36 power, 6 apr, arcane element).
You gain 15.81 gold from the transmogrification of Daimerach the elven-wood magestaff (Nightmares) (25-30 power, 5 apr, lightning element).
You gain 22.05 gold from the transmogrification of Ashmistress the voratun battleaxe (Nightmares) (57-85.5 power, 4 apr).
There is an exit to Grushnak Pride here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.
Nagash deactivates Death Vortex.
The necrotic vortex surrounding Nagash dissipates.
Nagash deactivates Spirit Feed.
Nagash deactivates Blood Vengeance.
Nagash deactivates Abyssal Shield.
Nagash deactivates Necrotic Aura.
Nagash deactivates Willful Tormenter.
Nagash deactivates Animus Hoarder.
Nagash deactivates Blurred Mortality.
Nagash deactivates River of Souls.
The spirits from Nagash cease.
Nagash deactivates Meat Shield.
Nagash deactivates Corpse Explosion.
Nagash deactivates Vampiric Gift.
Nagash deactivates Frostdusk.
Nagash deactivates Overkill.