










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Possessor Bonus Class 1.7.0Donators/Buyers bonus! OldRPG - Overdrive - 3 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 5 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. ZOmnibus Addon Pack 1.7.0Combines 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: Ashes of Urh'Rok 1.7.0Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Embers of Rage 1.7.0Official 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:
OldRPG - Overdrive - 4 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) Bastion 1.5.10A complete rework for Bulwark. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. 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 1.7.0Donators/Buyers bonus! Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. OldRPG - Overdrive - 6 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) 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 1.6.6
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 :) Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Forbidden Cults 1.7.0Official 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 | Female |
| Race | Vampire |
| Class | Dark Priest |
| Level / Exp | 41 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Mayawen the Guardian at level 21 on the 1st Wintertide 123rd year of Ascendancy at 09:01 0 / 7Killed by Doomed Shade of Eleni at level 33 on the 40th Haze 123rd year of Ascendancy at 05:32 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 78th Regrowth 124th year of Ascendancy at 17:52 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 78th Regrowth 124th year of Ascendancy at 20:09 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 78th Regrowth 124th year of Ascendancy at 21:30 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 79th Regrowth 124th year of Ascendancy at 00:23 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 79th Regrowth 124th year of Ascendancy at 04:20 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 26 (base 11) |
| Constitution | 69 (base 20) |
| Magic | 135 (base 60) |
| Willpower | 84 (base 40) |
| Cunning | 98 (base 60) |
Resources
| Life | 1036/1036 |
| Mana | 1155/1155 |
| Stamina | 405/405 |
| Steam | 0/100 |
| Healing Factor | 1.7517219866911 |
| Regeneration | 33.720648243803 |
Speed
| Mental | +2.766175705276% |
| Attack | 0% |
| Movement | +34.840807484233% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -993 |
| Infravision | 11 |
| See Stealth | 129.25373541839 |
| See Invisible | 146.25373541839 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 54 |
| Crit Chance | 52% |
| APR | 6 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 96 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +32% |
| Lightning | +38% |
| Darkness | +59% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +16% |
| Lightning | +15% |
| Cold | +13% |
| Fire | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 32 (54%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 2 |
| Physical Save | 55 |
| Spell Save | 48 |
| Mental Save | 48 |
Defense: Resistances
| Blight | + 32%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 52%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 14%( 70%) |
| Physical | + 37%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Silence Resistance | 46% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 40% |
| Knockback Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 46% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 423.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (602 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Unlight | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane Weapon | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Malediction | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Dark Adept | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Spell / Dark | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Unhealing | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Vampire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Zeal | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Wicked Mind | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Wicked Fervor |
| talent | Aura of Unlight |
| talent | Sinister Power |
| talent | Chant of Fortress |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | The target is storing Shadow Charges, up to a maximum of 10. Shadow Charges |
| beneficial effect | Grants invisibility (power 36), reducing damage dealt by 19% . This is taxing, increasing fatigue by 5%. Unseen |
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 |
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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by forest wight. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by Eleni. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
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 talent Heightened Senses (+1 level(s)). | 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 |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 302. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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. * 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! | 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 | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 297 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 17 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 68 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Seartitan the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +36% darkness / +18% fire Changes resistances penetration: +25% fire Changes damage: +6% lightning / +18% darkness / +7% all Spellpower: +26 (+5 eff.) Mindpower: +15 (+4 eff.) Rings make your fingers look great! |
| On fingers | savior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +11 (+4 eff.) Life regen: +13.00 Maximum life: +50.00 Healing mod.: +13% Rings make your fingers look great! |
| Around waist | nightruned hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +5% light / +7% darkness Trap disarming bonus: +13 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Muckravage the dragonbone magestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +9% Damage (Melee): 34 fire Changes stats: +3 Wil Changes resistances penetration: +10% nature Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +51.00% Physical save: +12 (+4 eff.) Vim when firing critical spell: +5.00 Maximum vim: +22.00 Spellpower: +31 (+6 eff.) Spell crit. chance: +15% Mental crit. chance: +2% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 3.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 94.03 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | restorative cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% nature / +13% blight Life regen: +4.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Inventory
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
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! |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Changes damage: +10% all Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +30% Spell crit. chance: +5% Mental crit. chance: +5% Amulets make your neck look great! |
Nightshear the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 8 darkness Changes resistances: +26% fire / +3% darkness / +6% cold Changes resistances penetration: +25% blight Changes damage: +13% fire / +12% darkness / +6% cold Rings make your fingers look great! |
gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +7 Con Life regen: +5.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Lucky Day You have set the ring to grant you Lucky Day! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
painweaver's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +12 (+3 eff.) Defense: +11 (+6 eff.) Changes damage: +6% all Spellpower: +12 (+3 eff.) Mindpower: +7 (+2 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 4.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
dreamer's woollen robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +14% mind / +9% all Changes damage: +6% all Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +20 (+7 eff.) Spellpower: +11 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +8% blight / +11% all Changes damage: +12% nature Poison immunity: +33% Disease immunity: +20% Life regen: +1.90 Maximum life: +56.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 9 power out of 12/12) : Effective talent level: 6.5 Power cost: 9 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 222.46 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 19 power out of 28/28) : Effective talent level: 4.5 Power cost: 19 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 220.14 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 21 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
3 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. |
4 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. |
2 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 55 power out of 150/150) : Effective talent level: 5.5 Power cost: 55 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 47.17 cold damage and 47.17 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 21 power out of 30/30) : Effective talent level: 5.5 Power cost: 21 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 83.77 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 137 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. |
overpowered elven-wood wand of shielding [power 656] (21 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 656 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Chuhad the Shockquill [power 370] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% lightning Maximum wards: +4 blight / +4 cold / +5 nature / +4 darkness Talent granted: +1 Ward Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+5 eff.) It can be used to fire a magical bolt dealing 416 lightning damage Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Gain a 25% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Eleni the Vampire Dark Priest level 19
4th Haze 122nd year of Ascendancy at 03:36 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Eleni the Vampire Dark Priest level 31
72nd Pyre 123rd year of Ascendancy at 01:18 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eleni the Vampire Dark Priest level 41
78th Regrowth 124th year of Ascendancy at 14:48 see stats
Against all odds
Killed Ukruk in the ambush.By Eleni the Vampire Dark Priest level 30
31st Pyre 123rd year of Ascendancy at 06:36 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Eleni the Vampire Dark Priest level 36
47th Regrowth 124th year of Ascendancy at 13:39 see stats
Bookception!
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Eleni the Vampire Dark Priest level 40
50th Regrowth 124th year of Ascendancy at 09:38 see stats
Brave new world
Went to the Far East and took part in the war.By Eleni the Vampire Dark Priest level 35
2nd Wintertide 124th year of Ascendancy at 04:00 see stats
Bringer of Doom
Killed a Bringer of Doom.By Eleni the Vampire Dark Priest level 14
15th Dusk 122nd year of Ascendancy at 08:41 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Eleni the Vampire Dark Priest level 20
72nd Haze 122nd year of Ascendancy at 04:23 see stats
Clone War
Destroyed your own Shade.By Eleni the Vampire Dark Priest level 33
40th Haze 123rd year of Ascendancy at 07:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Eleni the Vampire Dark Priest level 19
2nd Haze 122nd year of Ascendancy at 16:18 see stats
Destroyer of the creation
Killed Slasul.By Eleni the Vampire Dark Priest level 34
53rd Haze 123rd year of Ascendancy at 09:45 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Eleni the Vampire Dark Priest level 32
7th Dusk 123rd year of Ascendancy at 09:10 see stats
Exterminator
Killed 1000 creatures.By Eleni the Vampire Dark Priest level 16
42nd Dusk 122nd year of Ascendancy at 03:01 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eleni the Vampire Dark Priest level 27
80th Regrowth 123rd year of Ascendancy at 01:14 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Eleni the Vampire Dark Priest level 34
51st Haze 123rd year of Ascendancy at 06:56 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Eleni the Vampire Dark Priest level 36
1st Regrowth 124th year of Ascendancy at 14:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eleni the Vampire Dark Priest level 33
19th Dusk 123rd year of Ascendancy at 05:00 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Eleni the Vampire Dark Priest level 38
47th Regrowth 124th year of Ascendancy at 15:36 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Eleni the Vampire Dark Priest level 31
39th Pyre 123rd year of Ascendancy at 19:11 see stats
Level 10
Got a character to level 10.By Eleni the Vampire Dark Priest level 10
3rd Flare 122nd year of Ascendancy at 16:25 see stats
Level 20
Got a character to level 20.By Eleni the Vampire Dark Priest level 20
71st Haze 122nd year of Ascendancy at 08:15 see stats
Level 30
Got a character to level 30.By Eleni the Vampire Dark Priest level 30
28th Pyre 123rd year of Ascendancy at 02:43 see stats
Level 40
Got a character to level 40.By Eleni the Vampire Dark Priest level 40
50th Regrowth 124th year of Ascendancy at 09:38 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Eleni the Vampire Dark Priest level 31
46th Pyre 123rd year of Ascendancy at 14:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Eleni the Vampire Dark Priest level 19
68th Dusk 122nd year of Ascendancy at 04:20 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Eleni the Vampire Dark Priest level 25
30th Regrowth 123rd year of Ascendancy at 22:44 see stats
Size is everything
Did over 1500 damage in one attack.By Eleni the Vampire Dark Priest level 25
34th Regrowth 123rd year of Ascendancy at 19:12 see stats
Size matters
Did over 600 damage in one attack.By Eleni the Vampire Dark Priest level 22
22nd Regrowth 123rd year of Ascendancy at 18:27 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Eleni the Vampire Dark Priest level 33
33rd Dusk 123rd year of Ascendancy at 08:45 see stats
That was close
Killed your target while having only 1 life left.By Eleni the Vampire Dark Priest level 15
16th Dusk 122nd year of Ascendancy at 06:18 see stats
The bigger the better!
Did over 3000 damage in one attack.By Eleni the Vampire Dark Priest level 36
46th Regrowth 124th year of Ascendancy at 23:04 see stats
The secret city
Discovered the truth about mages.By Eleni the Vampire Dark Priest level 11
4th Dusk 122nd year of Ascendancy at 14:46 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Eleni the Vampire Dark Priest level 40
72nd Regrowth 124th year of Ascendancy at 19:53 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Eleni the Vampire Dark Priest level 40
55th Regrowth 124th year of Ascendancy at 01:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Eleni the Vampire Dark Priest level 16
29th Dusk 122nd year of Ascendancy at 07:41 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Eleni the Vampire Dark Priest level 30
29th Pyre 123rd year of Ascendancy at 23:52 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Eleni the Vampire Dark Priest level 38
47th Regrowth 124th year of Ascendancy at 18:28 see stats
Log
You gain 4.00 gold from the transmogrification of hungering pulsing mindstar (12-14 power, 32 apr, mind damage).
You gain 9.24 gold from the transmogrification of plaguebringer's voratun dagger of crippling (40-52 power, 9 apr).
You gain 5.93 gold from the transmogrification of acidic voratun dagger of ruin (40-51 power, 9 apr).
You gain 7.85 gold from the transmogrification of quick stralite dagger of enduring (29-38 power, 9 apr).
You gain 9.16 gold from the transmogrification of blazebringer's stralite dagger of evisceration (29-38 power, 9 apr).
You gain 8.27 gold from the transmogrification of warbringer's steel dagger of evisceration (12-16 power, 6 apr).
You gain 7.54 gold from the transmogrification of truestriking voratun waraxe of disruption (38-53 power, 6 apr).
You gain 9.30 gold from the transmogrification of stormbringer's voratun waraxe of massacre (48-68 power, 6 apr).
You gain 6.33 gold from the transmogrification of caustic voratun mace (46-64 power, 6 apr).
You gain 4.38 gold from the transmogrification of truestriking stralite mace (37-52 power, 5 apr).
You gain 4.52 gold from the transmogrification of voratun longsword of crippling (40-57 power, 6 apr).
You gain 7.40 gold from the transmogrification of truestriking voratun longsword of crippling (43-60 power, 6 apr).
You gain 6.71 gold from the transmogrification of caustic voratun longsword of massacre (56-78 power, 6 apr).
You gain 6.05 gold from the transmogrification of blazebringer's voratun longsword (40-57 power, 6 apr).
You gain 14.34 gold from the transmogrification of stormbringer's stralite longsword of enduring (34-48 power, 5 apr).
You gain 6.44 gold from the transmogrification of arcing voratun greatsword of shearing (63-101 power, 4 apr).
You gain 14.00 gold from the transmogrification of Dethblyd (70-112 power, 18 apr).
You gain 11.32 gold from the transmogrification of truestriking stralite greatsword of enduring (48-77 power, 3 apr).
You gain 8.15 gold from the transmogrification of stormbringer's stralite greatmaul (53-80 power, 3 apr).
You gain 6.64 gold from the transmogrification of lifebinding dragonbone magestaff (30-36 power, 6 apr, cold element).
You gain 10.74 gold from the transmogrification of infernal dragonbone vilestaff of warding (30-36 power, 6 apr, acid element).
You gain 17.52 gold from the transmogrification of bloodlich's dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element).
You gain 6.87 gold from the transmogrification of potent elven-wood starstaff of channeling (31-37 power, 5 apr, darkness element).
You gain 9.45 gold from the transmogrification of ethereal elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element).
You gain 10.77 gold from the transmogrification of ethereal elven-wood magestaff of channeling (25-30 power, 5 apr, arcane element).
You gain 10.97 gold from the transmogrification of magelord's yew magestaff of wizardry (20-24 power, 4 apr, fire element).
You gain 10.12 gold from the transmogrification of serendipitous voratun amulet of vision.
You gain 1.64 gold from the transmogrification of acid wave rune (damage 112; dur 4; cd 18).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; mental; dur 3; cd 15).
There is a collapsing hidden vault here (press '' or right click to use).











































































