











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Everyone Options 1.4.5Starts characters off with category points instead of categories known. Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. 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:
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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Archer |
Level / Exp | 50 / 3125% |
Size | medium |
Lifes / Deaths | Killed by Xorin the orc assassin at level 19 on the 43rd Regrowth 123rd year of Ascendancy at 13:49 4 / 3Killed by Weirdling Beast at level 22 on the 9th Pyre 123rd year of Ascendancy at 09:06 Killed by ghoul at level 31 on the 53rd Haze 123rd year of Ascendancy at 17:31 |
Primary Stats
Strength | 98 (base 61) |
Dexterity | 129 (base 57) |
Constitution | 48 (base 33) |
Magic | 51 (base 12) |
Willpower | 77 (base 31) |
Cunning | 85 (base 58) |
Resources
Life | 1468/1468 |
Stamina | 444/444 |
Healing Factor | 1.4178383355187 |
Regeneration | 7.4436512614732 |
Speed
Mental | -1.1002310174035E-11% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 9 |
Infravision | 10 |
See Stealth | 73.09323641641 |
See Invisible | 84.09323641641 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 87 |
Accuracy | 96 |
Crit Chance | 72% |
APR | 123 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Blight | +25% |
Arcane | +77% |
Cold | +80% |
All | +17% |
Lightning | +77% |
Light | +26% |
Physical | +27% |
Fire | +77% |
Nature | +25% |
Offense: Damage Penetration
Lightning | +55% |
Physical | +62% |
Fire | +75% |
Arcane | +55% |
Cold | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 36 (72.473814134324%) |
Defense | 105 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 53 |
Mental Save | 60 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 62%( 70%) |
All | + 30%( 70%) |
Darkness | + 39%( 70%) |
Physical | + 32%( 70%) |
Lightning | + 63%( 70%) |
Mind | + 44%( 70%) |
Fire | + 64%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 93% |
Silence Resistance | 39% |
Pinning Resistance | 46% |
Disarm Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 700 damage for 6 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 117 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 858% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 313 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Sniper | 1.60 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.60 |
| 2/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Technique / Archery prowess | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.60 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Cunning / Poisons | 1.20 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Marksmanship | 1.60 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Volatile Poison |
talent | Apply Poison |
talent | Leeching Poison |
talent | Trained Reactions |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 |
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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2219. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* 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 to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +4 Cun +2 Con dps ---------- Res.pen +20% fire Acc +5 (+1 eff.) Apr +4 ----- def ----- Armour +14 Defense +10 (+1 eff.) Resists +15% acid +14% fire +13% lightning +15% cold Phys.save +13 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+4 eff.) Silence- +39% Confus- +42% Stun/Frz- +48% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 186% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +30 Crit +15.0% Capacity 48 Proj.spd +400% On Hit.r1 +20 light On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: ---------- misc Reload +10 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +9% darkness Blind- +26% Confus- +14% ---------- misc Light +8 Infravis +4 See.Stealth +6 See.Invis +17 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 29 cooldown Level 6.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +8 Str +18 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +2% physical +20% mind Mind.save +20 (+5 eff.) HP.reg +2.00 Blind- +20% Confus- +42% Stun/Frz- +10% Skullcracker: Puts all charms on 15 cooldown Level 5.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1085.6 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +2 Cun dps ---------- Crit.mult +15.00% Phys.pwr +8 (+1 eff.) Dmg.mod +8% nature Res.pen +17% physical Apr +6 ----- def ----- Resists +9% lightning +6% fire +5% arcane +13% nature Crit.chn- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +6% Mind.pwr +10 (+2 eff.) Dmg.mod +10% all +3% cold Acc +17 (+4 eff.) Apr +17 Melee Ret 4 mind ----- def ----- Defense +17 (+3 eff.) Resists +20% acid +28% fire +30% cold +25% lightning Max.HP +44.00 Disarm- +37% Pinning- +26% Knockbk- +39% ---------- misc Max.hate +4.00 Max.psi +30.00 Disengage: Puts all charms on 8 cooldown Level 5.2 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 203% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +13.0% Mind.crit +13% Phys.pwr +15 (+3 eff.) Dmg.mod +9% light Res.pen +20% physical Acc +15 (+3 eff.) ----- def ----- Anom.red +17 Max.HP +269.00 ---------- misc Max.mana +76.00 Max.stam +50.00 Max.hate +18.00 Max.psi +27.00 Max.vim +39.00 Max.P.En +30.00 Max.N.En +31.00 A belt that goes around your waist. |
In main hand | ![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 145 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." |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +10.0% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) Apr +14 On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +6 Defense +19 (+3 eff.) Fatigue +8% Resists +3% darkness +7% arcane +6% nature Spell.save +18 (+6 eff.) Heal.mod +15% Disease- +10% Pinning- +20% ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 26 cooldown Level 7.2 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 245 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +8 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +3 (+0 eff.) Mind.save +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Armour +5 Resists +5% all Stun/Frz- +60% Amulets make your neck look great! |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% cold +13% temporal Pinning- +23% Knockbk- +21% ---------- misc Breathe water Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +18.00% Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +9 (+2 eff.) Apr +17 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -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. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Cun +3 Wil dps ---------- Mind.crit +5% Crit.mult +15.00% ----- def ----- Resists +15% darkness +5% arcane Max.HP +40.00 Disarm- +50% Pinning- +50% Knockbk- +50% ---------- misc Psi/ret +0.16 Rings make your fingers look great! |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 4.5 Pwr.cost 19 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 92 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ----- def ----- Stun/Frz- +60% ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 22 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Fire Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 10% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 7.2 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 223.02 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 26 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Arcane/Nature/Psionic Power 127% Range: 1.1x Uses 30% Wil, 30% Mag, 30% Cun Dmg Demonfire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.crit +20% Mind.crit +20% Dmg.mod +30% darkness +30% fire ---------- misc Vim/s.crit +5.00 Psi/m.crit +5.00 On Spell Hit: 10% Nightmare 5 On Mind Hit: 10% Darkfire 5 Spit Blight: Level 6.5 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 345.70 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 44 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 74 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Devouring flames Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight +20% fire ----- def ----- Armour +5 Resists +5% all ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 4.0 T4 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +16 mind +8 blight On Hit.r1 +8 blight On Crit.r2 +47 acid +47 nature While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +9% blight Res.pen +32% acid +10% blight +23% nature +20% all Acc +49 (+10 eff.) Apr +40 ----- def ----- Resists +6% mind Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +212% On Crit.r2 +44 acid +68 nature While equipped: Stats +9 Str +1 Dex +13 Con dps ---------- Phys.pwr +23 (+4 eff.) Res.pen +33% acid +26% nature Apr +17 ----- def ----- Poison- +10% ---------- misc Reload +4 Masteries +0.30 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 15 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +16 nature While equipped: Stats +8 Dex +15 Wil +14 Con dps ---------- Phys.crit +15.0% Spell.crit +2% S.pwr/crit +4 Dmg.mod +3% blight Res.pen +11% physical Acc +8 (+2 eff.) ----- def ----- Max.HP +77.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 91 to 182 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +4 mind While equipped: Stats +11 Str +9 Dex +8 Cun dps ---------- Phys.pwr +21 (+4 eff.) Phys.spd +10% Res.pen +14% physical ----- def ----- Resists +6% blight Spell.save +15 (+5 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life Heal.mod +21% Pinning- +10% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 nature On Hit.r1 +20 nature On Crit.r2 +128 fire While equipped: Stats +5 Cun +8 Dex dps ---------- Phys.crit +9.0% All.spd +14% Res.pen +27% fire +5% nature +14% physical Acc +20 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 40% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Psionic Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Proj.spd +200% Ranged+ +21 fire +60 physical On Hit.r1 +4 cold +20 fire On Crit.r2 +8 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 272 physical damage * 20% chance to create vines that bind the target to the ground dealing 272 nature damage and pinning them for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 215 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Melee+ 9 fire Dmg.mod +3% fire Melee Ret 12 fire ----- def ----- Armour +10 Fatigue +8% Resists +37% acid +17% physical +3% nature +6% fire Shield.near.proj +110 Phys.save +3 (+1 eff.) Proj.slow +34% Pinning- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+1 eff.) Rng.Def +10 (+1 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all 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. |
![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +9 Cun +13 Dex dps ---------- Phys.pwr +15 (+3 eff.) Mov.spd +20% Dmg.mod +6% nature +6% physical ----- def ----- Armour +23 Defense +35 (+6 eff.) Fatigue +8% Resists +9% physical Phys.save +44 (+15 eff.) ---------- misc Max.stam +20.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Master While equipped: dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +10 Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee Ret 2 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 40 * 22% chance to reduce armor by 43% ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +29% lightning +30% fire Spell.save +6 (+2 eff.) ---------- misc Max.mana +20.00 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+6 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+12 eff.) Spell.save +35 (+10 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Str ----- def ----- Armour +14 Defense +21 (+3 eff.) Resists +6% acid +14% cold Spell.save +12 (+4 eff.) Mind.save +3 (+1 eff.) Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+1 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.5 Pwr.cost 37 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 62% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Res.pen +25% light Acc +5 (+1 eff.) Melee Ret 4 cold ----- def ----- Armour +14 Fatigue -6% Resists +12% lightning +12% temporal Phys.save +17 (+6 eff.) ---------- misc Max.enc +45 Max.stam +20.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+1 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 6.5 Pwr.cost 9 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 213.64 fire damage and 141.22 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 15 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 36.27 mind and 36.27 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 33% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 33. Terrified: Deals 8.78 mind and 8.78 darkness damage per turn and increases cooldowns by 51%. Haunted: Causes the target to suffer 14.10 mind and 14.10 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 2.0 T5 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Res.pen +10% arcane +10% light +10% darkness +10% mind ----- def ----- Defense +5 (+1 eff.) ---------- misc Mana/turn +2.00 Psi/turn +1.00 Max.mana +100.00 Max.psi +50.00 Masteries +0.20 Psionic/Projection +0.20 Spell/Power +0.20 Chronomancy/Energy Despite being made of soft otherworldly fabric, this black hat holds a perfect point at the top. Stars twinkle on its surface. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +7 Wil dps ---------- Dmg.mod +15% mind +18% cold Melee Ret 2 acid On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to reduce armor by 43% ----- def ----- Resists +14% blight +9% cold HP.reg +15.00 ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 505.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +2 Resists +3% light +12% darkness Disease- +20% Silence- +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +25 (+5 eff.) Melee Ret 6 fire ----- def ----- Defense +25 (+4 eff.) Resists +3% physical Phys.save +18 (+6 eff.) ---------- misc Max.stam +20.00 Blast the opponent's mind dealing 556 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% ----- def ----- Armour +4 Defense +10 (+1 eff.) Resists +9% blight +12% temporal +9% mind Mind.save +9 (+3 eff.) Silence- +20% Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 514 physical damage Puts all charms on 11 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 68% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 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.). Uses 37 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +6% darkness +9% cold Teleport- +10% Heal yourself and all friendly characters within 10 spaces for 440 Puts all charms on 11 cooldown 100% to reduce fatigue by 56% for 2 turns. 100% to gain a 38% chance to evade weapon attacks for 2 turns. 100% to heal for 106. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal ---------- misc Masteries +0.20 Spell/Void Release a burst of void energy. Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +5 lightning +5 fire +3 arcane +4 darkness Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 183 lightning damage and will be dazed for 1 turn (916 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
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.
Achievements
By Aigher the Higher Archer level 31
53rd Haze 123rd year of Ascendancy at 04:00 see stats
By Aigher the Higher Archer level 37
9th Mirth 124th year of Ascendancy at 21:20 see stats
By Aigher the Higher Archer level 50
2nd Allure 126th year of Ascendancy at 14:53 see stats
By Aigher the Higher Archer level 37
8th Mirth 124th year of Ascendancy at 05:50 see stats
By Aigher the Higher Archer level 50
75th Haze 125th year of Ascendancy at 12:52 see stats
By Aigher the Higher Archer level 44
9th Regrowth 125th year of Ascendancy at 10:47 see stats
By Aigher the Higher Archer level 50
36th Regrowth 126th year of Ascendancy at 15:10 see stats
By Aigher the Higher Archer level 50
58th Pyre 125th year of Ascendancy at 16:07 see stats
By Aigher the Higher Archer level 49
15th Pyre 125th year of Ascendancy at 21:03 see stats
By Aigher the Higher Archer level 41
73rd Dusk 124th year of Ascendancy at 19:23 see stats
By Aigher the Higher Archer level 50
67th Regrowth 126th year of Ascendancy at 01:44 see stats
By Aigher the Higher Archer level 49
27th Pyre 125th year of Ascendancy at 15:36 see stats
By Aigher the Higher Archer level 43
5th Decay 124th year of Ascendancy at 19:21 see stats
By Aigher the Higher Archer level 18
26th Regrowth 123rd year of Ascendancy at 09:37 see stats
By Aigher the Higher Archer level 42
2nd Decay 124th year of Ascendancy at 02:38 see stats
By Aigher the Higher Archer level 40
65th Dusk 124th year of Ascendancy at 19:08 see stats
By Aigher the Higher Archer level 50
4th Decay 125th year of Ascendancy at 00:54 see stats
By Aigher the Higher Archer level 50
75th Pyre 125th year of Ascendancy at 17:38 see stats
By Aigher the Higher Archer level 50
78th Regrowth 126th year of Ascendancy at 06:39 see stats
By Aigher the Higher Archer level 19
44th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Aigher the Higher Archer level 26
55th Pyre 123rd year of Ascendancy at 20:28 see stats
By Aigher the Higher Archer level 50
6th Flare 125th year of Ascendancy at 19:39 see stats
By Aigher the Higher Archer level 50
64th Regrowth 126th year of Ascendancy at 02:37 see stats
By Aigher the Higher Archer level 42
2nd Decay 124th year of Ascendancy at 04:46 see stats
By Aigher the Higher Archer level 47
38th Regrowth 125th year of Ascendancy at 04:16 see stats
By Aigher the Higher Archer level 24
12nd Pyre 123rd year of Ascendancy at 04:42 see stats
By Aigher the Higher Archer level 22
9th Pyre 123rd year of Ascendancy at 17:41 see stats
By Aigher the Higher Archer level 45
9th Regrowth 125th year of Ascendancy at 12:27 see stats
By Aigher the Higher Archer level 31
55th Haze 123rd year of Ascendancy at 18:45 see stats
By Aigher the Higher Archer level 10
59th Dusk 122nd year of Ascendancy at 14:20 see stats
By Aigher the Higher Archer level 20
66th Regrowth 123rd year of Ascendancy at 16:54 see stats
By Aigher the Higher Archer level 30
48th Haze 123rd year of Ascendancy at 09:26 see stats
By Aigher the Higher Archer level 40
63rd Dusk 124th year of Ascendancy at 18:08 see stats
By Aigher the Higher Archer level 50
58th Pyre 125th year of Ascendancy at 15:22 see stats
By Aigher the Higher Archer level 50
5th Dusk 125th year of Ascendancy at 01:15 see stats
By Aigher the Higher Archer level 50
4th Regrowth 126th year of Ascendancy at 22:19 see stats
By Aigher the Higher Archer level 18
30th Regrowth 123rd year of Ascendancy at 23:07 see stats
By Aigher the Higher Archer level 50
73rd Dusk 125th year of Ascendancy at 08:53 see stats
By Aigher the Higher Archer level 26
50th Dusk 123rd year of Ascendancy at 11:01 see stats
By Aigher the Higher Archer level 44
9th Regrowth 125th year of Ascendancy at 10:53 see stats
By Aigher the Higher Archer level 31
55th Haze 123rd year of Ascendancy at 04:16 see stats
By Aigher the Higher Archer level 41
65th Dusk 124th year of Ascendancy at 20:38 see stats
By Aigher the Higher Archer level 50
78th Regrowth 126th year of Ascendancy at 06:38 see stats
By Aigher the Higher Archer level 22
9th Pyre 123rd year of Ascendancy at 18:22 see stats
By Aigher the Higher Archer level 48
15th Pyre 125th year of Ascendancy at 15:12 see stats
By Aigher the Higher Archer level 8
2nd Mirth 122nd year of Ascendancy at 12:54 see stats
By Aigher the Higher Archer level 50
4th Regrowth 126th year of Ascendancy at 14:51 see stats
By Aigher the Higher Archer level 43
2nd Decay 124th year of Ascendancy at 04:58 see stats
By Aigher the Higher Archer level 50
78th Regrowth 126th year of Ascendancy at 06:39 see stats
By Aigher the Higher Archer level 13
28th Haze 122nd year of Ascendancy at 21:13 see stats
By Aigher the Higher Archer level 16
10th Allure 123rd year of Ascendancy at 21:10 see stats
By Aigher the Higher Archer level 47
47th Regrowth 125th year of Ascendancy at 12:22 see stats
By Aigher the Higher Archer level 18
17th Regrowth 123rd year of Ascendancy at 13:22 see stats
By Aigher the Higher Archer level 33
10th Decay 123rd year of Ascendancy at 06:03 see stats
By Aigher the Higher Archer level 18
3rd Regrowth 123rd year of Ascendancy at 15:02 see stats
By Aigher the Higher Archer level 36
7th Mirth 124th year of Ascendancy at 20:16 see stats
By Aigher the Higher Archer level 47
14th Pyre 125th year of Ascendancy at 15:01 see stats
Log
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: magical barrier
Lore found: gravestone
Lore found: gravestone
Lore found: demon statue: dolleg
Lore found: gravestone
Lore found: slain master
Lore found: gravestone
Lore found: clue (ruined dungeon)
Lore found: demon statue: Ruin Banshee
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: demon statue: Kryl-Feijan
Lore found: arrrrrrghhhhhh
Lore found: demon statue: forge giant
Lore found: gravestone
Lore found: fifth mural painting
Lore found: gravestone
Lore found: Lessons of Inevitability - Unravel Existence
Lore found: Lessons of Inevitability - Netherblast
Lore found: gravestone
Lore found: gravestone
Lore found: clue (ruined dungeon)
Lore found: gravestone