









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Zephyr 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Harbinger 1.5.5 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Sholtar |
Class | Adventurer |
Level / Exp | 50 / 18746% |
Size | big |
Lifes / Deaths | Killed by Elandar at level 50 on the 33rd Regrowth 123rd year of Ascendancy at 04:40 / 2Killed by Elandar at level 50 on the 33rd Regrowth 123rd year of Ascendancy at 04:52 |
Primary Stats
Strength | 146 (base 60) |
Dexterity | 62 (base 55) |
Constitution | 109 (base 60) |
Magic | 99 (base 60) |
Willpower | 112 (base 60) |
Cunning | 102 (base 60) |
Resources
Paradox | 310 |
Mana | 677/696 |
Psi | 196/202 |
Vim | 296/296 |
Life | -1391/1252 |
Positive | 211/212 |
Stamina | 426/432 |
Hate | 100/100 |
Healing Factor | 1.5287580645161 |
Regeneration | 58.070271552574 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +106% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
See Invisible | 136 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 247 |
Accuracy | 71 |
Crit Chance | 90% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 188 |
Accuracy | 71 |
Crit Chance | 90% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +15% |
Cold | +33% |
All | +6% |
Lightning | +33% |
Temporal | +15% |
Sound | +41% |
Darkness | +30% |
Fire | +43% |
Mind | +27% |
Offense: Damage Penetration
Acid | +37% |
Blight | +15% |
Physical | +21% |
Cold | +17% |
All | 0% |
Darkness | +54% |
Temporal | +29% |
Mind | +12% |
Fire | +42% |
Lightning | +17% |
Defense: Base
Armour (hardiness) | 86.924568254753 (97.241379310345%) |
Defense | 92 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 70 |
Mental Save | 107 |
Defense: Resistances
Acid | + 51%( 51%) |
Blight | + 71%( 71%) |
Arcane | + 71%( 71%) |
Cold | + 71%( 71%) |
All | +146%( 71%) |
Darkness | + 71%( 71%) |
Lightning | + 71%( 71%) |
Light | + 71%( 71%) |
Temporal | + 71%( 71%) |
Sound | + 71%( 71%) |
Physical | +100%(101%) |
Fire | + 71%( 71%) |
Nature | + 71%( 71%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 45% |
Bleed Resistance | 20% |
Disarm Resistance | 81% |
Pinning Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 198 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 801 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 781 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Temporal Combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Gifts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Sholtar | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Earthen Body |
talent | Telekinetic Focus |
talent | Beyond the Flesh |
talent | Verdant Blood |
talent | Genius Loci |
talent | Lacerating Strikes |
talent | Steelskin |
beneficial effect | The target stands strong, increasing all resistances by 3.2% and resistance caps by 0.7%. Eternal Warrior |
beneficial effect | The target is out of phase with reality, increasing defense by 169, resist all by 148%, and reducing the duration of detrimental timed effects by 158%. Out of Phase |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is in a magical frenzy, improving spellpower by 10. Bloodlust |
beneficial effect | The target's mind has been warded, increasing mind save by 152. Warded Mind |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 6%. Strength and Willpower are increased by 2. Poisons and diseases have a 29% chance of being neutralized each turn. Cursed Form |
beneficial effect | Parrying melee and ranged attacks: Has a 70% chance to deflect up to 42 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Vorolaith the skeleton warrior. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Shadow of Tyrid. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 3 of Dreadfell. Escort: wandering musician (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | 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 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: 1224. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Base power: 70.0 - 105.0 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +28 temporal / +27 nature Burst (radius 2) on crit: +8 fire When wielded/worn: Physical power: +21 (+3 eff.) Damage when hit (Melee): 23 mind Changes stats: +10 Con Changes resistances: +9% fire Changes resistances penetration: +20% acid / +21% physical Changes damage: +6% mind Mental save: +20 (+3 eff.) Disarm immunity: +41% Life regen: +4.00 Mindpower: +6 (+1 eff.) Massive two-handed mauls. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes stats: +4 Cun Changes resistances: +12% blight / +7% cold Changes damage: +11% cold Spell save: +18 (+4 eff.) Blindness immunity: +20% Stun/Freeze immunity: +15% Teleport immunity: +20% Mindpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 5). Burst (radius 2) on crit: +15 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +7 Wil / +8 Mag Changes resistances: +7% cold / +3% arcane / +9% temporal Changes resistances penetration: +15% blight Changes damage: +15% sound Damage affinity(heal): +5% sound Critical mult.: +20.00% Stealth bonus: +10 Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+4 eff.) Light radius: +6 Defense after a teleport: +30 Resist all after a teleport: +24% New effects duration reduction after a teleport: +38% Maximum melody: +30.00 It can be used to activate talent Abrupt Intro, placing all other charms into a 8 cooldown : Effective talent level: 6.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 266.65 sound damage and soundshocking it for 5 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +11 Fatigue: +5% Damage when hit (Melee): 8 nature Changes stats: +5 Wil / +5 Cun / +17 Lck Changes resistances: +15% acid / +15% temporal / +14% cold / +13% fire / +9% nature / +28% lightning Physical save: +9 (+2 eff.) Disease immunity: +25% Cut immunity: +5% Spell crit. chance: +8% Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 4 blight Changes resistances: +24% temporal / +39% darkness / +13% fire / +6% nature / +15% cold Changes resistances penetration: +20% darkness / +19% temporal Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +50% Defense after a teleport: +27 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Str / +4 Wil / +6 Lck Changes resistances: +21% temporal / +18% light / +12% cold Changes damage: +15% mind / +12% fire Talent mastery: +0.20 Chronomancy / Temporal Combat Mental save: +44 (+7 eff.) Blindness immunity: +15% Cut immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +8 Mag / +16 Wil / +7 Cun Changes resistances: +9% light / +40% sound Changes damage: +20% sound / +9% blight Spell save: +30 (+7 eff.) Mana when firing critical spell: +1.00 Spellpower: +26 (+7 eff.) Mindpower: +30 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 26% chance to blind Damage (Ranged): 39 light Changes stats: +5 Con Spell save: +18 (+4 eff.) Maximum stamina: +34.00 Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 arcane Changes stats: +2 Str / +10 Mag / +1 Wil / +2 Cun Changes damage: +16% acid / +16% fire / +16% cold / +15% lightning Critical mult.: +20.00% Teleport immunity: +50% Spellpower: +11 (+3 eff.) Spell crit. chance: +12% Infravision radius: +1 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.5 - 79.1 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 8 lightning Changes resistances penetration: +15% fire Disarm immunity: +40% Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Global speed: +6% One-handed war axes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Con Changes resistances: +12% sound Changes resistances penetration: +10% temporal Reduced damage from: +23% Summoned Grants telepathy: Dragon Physical save: +10 (+2 eff.) Mental save: +22 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Mindpower: +18 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom * 20% chance to torment the target * Random elemental explosion Damage (Melee): +4 fire / +30 cold / +25 mind When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +7 Cun / +5 Wil Changes resistances: +12% fire / +6% light / +1% physical Changes resistances penetration: +17% acid / +14% darkness / +17% lightning / +17% cold / +12% mind / +17% fire Physical save: +3 (+1 eff.) Blindness immunity: +15% Knockback immunity: +10% One-handed war axes. |
Cloak | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +5 Mag / +10 Wil / +4 Con Changes resistances: +25% darkness / +3% lightning Changes resistances penetration: +20% darkness / +10% fire Changes damage: +12% lightning / +9% fire / +24% darkness / +9% temporal Stealth bonus: +18 Mental save: +15 (+2 eff.) Spell crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +3% light Physical save: +30 (+7 eff.) Spell save: +6 (+1 eff.) Pinning immunity: +10% Psi when firing a critical mind attack: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Inventory
![]() Requires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Cun / +10 Con Changes resistances: +3% mind Changes resistances penetration: +5% physical Changes damage: +9% physical Talent mastery: +0.20 Spell / Arcane Expertimentation Physical save: +30 (+7 eff.) Blindness immunity: +36% Infravision radius: +8 Sight radius: +2 See invisible: +22 Combat speed: +10% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +5 Mag Changes resistances penetration: +25% physical Changes damage: +21% blight Talent mastery: +0.33 Spell / Stone alchemy Critical mult.: +20.00% Stamina each turn: +0.40 Maximum stamina: +15.00 Size category: +1 Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% temporal Changes resistances penetration: +20% temporal Changes damage: +15% mind Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Critical mult.: +10.00% Silence immunity: +22% Disarm immunity: +46% Equilibrium when hit: +0.32 Psi per kill: +12.00 Mental crit. chance: +9% Heals friendly targets nearby when you use a nature summon: +30 Melody each turn: +0.37 Rings can have magical properties. |
![]() Requires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 4 mind Changes resistances: +18% mind / +3% darkness Changes damage: +9% darkness / +6% mind Disarm immunity: +50% Pinning immunity: +42% Stun/Freeze immunity: +50% Knockback immunity: +50% Life regen: +6.80 Maximum life: +144.00 Healing mod.: +30% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 17% chance to blind Damage (Melee): 22 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 28 light Maximum encumbrance: +24 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Physical power: +4 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 8 acid / 4 mind Damage when hit (Melee): 12 acid Changes stats: +11 Dex / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +10% physical Changes damage: +3% acid Disarm immunity: +5% Hate when firing a critical mind attack: +1.00 Size category: +3 Rings can have magical properties. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% Burst (radius 1) on hit: +40 mind Burst (radius 2) on crit: +28 shocking sound When wielded/worn: Damage (Melee): 12 mind / 20 fire Changes resistances: +9% mind / +9% temporal Changes resistances penetration: +21% sound / +30% temporal / +25% fire Changes damage: +9% fire Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Reduces paradox anomalies(equivalent to willpower): +15 Massive two-handed swords. |
![]() Woebane the voratun greatsword (60-96 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Mind Sear (10% chance level 2). On weapon hit: * 35 arcane resource burn * 68% chance to cause random gloom On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +8 Cun Changes resistances: +6% acid / +6% cold / +12% blight / +9% temporal Changes damage: +9% mind Critical mult.: +20.00% Mental save: +40 (+6 eff.) Maximum psi: +30.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +40 nature / +40 temporal When wielded/worn: Physical power: +15 (+2 eff.) Armour: +4 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Con Changes resistances penetration: +7% physical Stealth bonus: +20 Disease immunity: +30% Disarm immunity: +28% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +5 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.0 - 81.2 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to daze at end of turn * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 31 bleeding, 83% reduced healing When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Changes resistances: +12% blight / +3% nature / +9% darkness Changes resistances penetration: +15% mind / +15% darkness Changes damage: +9% lightning Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 66.0 - 92.4 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 15% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * leeches stamina from the target When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 20 nature slow Changes stats: +2 Con Pinning immunity: +10% Teleport immunity: +5% Maximum life: +20.00 Maximum stamina: +15.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +30 cold When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Damage (Melee): 12 acid / 8 temporal Damage when hit (Melee): 8 lightning / 4 temporal Changes stats: +7 Dex Changes resistances: +9% lightning / +9% temporal Changes resistances penetration: +15% physical Changes damage: +9% lightning / +15% physical Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +10 Blunt and deadly. |
Falunik the Oozestreaker (42-58.8 power, 6 apr) Falunik the Oozestreaker (42-58.8 power, 6 apr)Requires: - Magic 38 - Constitution 38 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 5 Base power: 42.0 - 58.8 Uses stats: 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn Damage (Melee): +20 darkness Damage against: +15% Living When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +11 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% fire Changes resistances penetration: +12% lightning Changes damage: +14% physical Stamina when hit: +2.10 Spellpower: +15 (+4 eff.) Talent on hit(nature): Flamespit (5% chance level 2). Talent on hit(mindpower): Flamespit (10% chance level 1). Blunt and deadly. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +70% When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +3.0% Changes stats: +3 Mag Changes resistances penetration: +6% all Changes damage: +30% cold / +3% all Grants telepathy: Dragon Talent granted: +1 Command Staff Maximum life: +30.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Rethread (10% chance level 2). Damage (Melee): +24 acid / +8 temporal Burst (radius 2) on crit: +16 blight When wielded/worn: Armour: +12 Armour Hardiness: +9% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 45% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane / 20 temporal Changes resistances: +6% acid Changes resistances penetration: +20% acid / +30% temporal Changes damage: +30% darkness / +9% acid Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() 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: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 45 arcane Changes stats: +8 Wil / +6 Mag Changes damage: +6% arcane / +30% temporal Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +9 (+1 eff.) Maximum mana: +246.00 Spellpower: +34 (+9 eff.) Spell crit. chance: +13% Mindpower: +4 (+1 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() Requires: - Magic 48 Infused by nature 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: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +21 Con Changes resistances: +3% acid Changes damage: +30% arcane / +6% nature Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Spell save: +20 (+5 eff.) Life regen: +3.90 Spellpower: +33 (+8 eff.) Spell crit. chance: +5% Light radius: +8 Healing mod.: +55% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 140.45 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Spatial Tether (5% chance level 1). On weapon hit: * Random elemental explosion Damage (Melee): +30 cold When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 4 mind / 8 fire Changes resistances penetration: +17% acid / +15% physical / +10% blight / +17% cold / +17% fire / +14% lightning Changes damage: +15% physical Critical mult.: +10.00% Equilibrium when hit: +0.12 Spellpower: +8 (+2 eff.) Spell crit. chance: +1% Damage Shield penetration: +10% One-handed war axes. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 5 Base power: 53.0 - 58.3 Uses stats: 50% Mag, 60% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +9.5% Attack speed: 125% Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Changes resistances: +3% lightning / +2% physical / +11% all Changes resistances penetration: +15% nature Silence immunity: +15% Stun/Freeze immunity: +5% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Sharp, long and deadly. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Defense: +15 (+3 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +1 Str Changes resistances: +10% acid / +10% fire / +10% cold / +8% lightning Changes damage: +6% mind / +6% arcane Critical mult.: +5.00% Physical save: +32 (+8 eff.) Mental save: +30 (+5 eff.) Mana when firing critical spell: +5.00 Vim when firing critical spell: +3.00 Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 fire / 8 temporal Changes stats: +6 Cun / +6 Con Changes resistances: +15% acid / +18% fire / +14% cold / +13% lightning Changes damage: +9% mind Grants telepathy: Dragon Physical save: +21 (+5 eff.) Mental save: +28 (+4 eff.) Spellpower: +6 (+2 eff.) A pair of boots made of leather. |
![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 100 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +7 Fatigue: +5% Damage (Melee): 12 arcane Changes stats: +9 Str / +10 Con Changes resistances: +12% temporal Changes damage: +9% physical Blindness immunity: +5% Pinning immunity: +25% Knockback immunity: +20% Mana each turn: +0.04 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +6 (+2 eff.) Damage Shield penetration: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 lightning / 12 acid Changes stats: +3 Cun / +3 Con Changes resistances: +9% acid Changes resistances penetration: +20% acid Changes damage: +18% lightning Talent mastery: +0.40 Technique / Field control Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +38.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 40% chance to corrode armour by 30% Lifesteal (this weapon only): +6% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage (Melee): 8 darkness / 4 mind Changes stats: +14 Mag / +7 Wil / +10 Con Changes resistances: +6% nature / +30% light / +9% mind Changes resistances penetration: +15% mind / +15% nature / +10% darkness Changes damage: +17% arcane / +20% light / +3% mind / +3% nature Spellpower: +6 (+2 eff.) Talent on hit(mindpower): Slime Spit (5% chance level 1). Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 7.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 32 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Requires: Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 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), costing 30 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." |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +6 Dex Changes resistances: +6% cold Allows you to breathe in: water Critical mult.: +5.00% Mana when firing critical spell: +4.00 Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage (Melee): 16 physical Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +30% mind / +15% physical Changes damage: +15% physical Physical save: +9 (+2 eff.) Life regen: +0.60 Maximum stamina: +15.00 Mindpower: +5 (+1 eff.) Healing mod.: +15% A cap made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Physical power: +10 (+1 eff.) Defense: +3 (+0 eff.) Changes stats: +10 Cun Changes resistances: +5% physical Changes resistances penetration: +20% mind Physical save: +37 (+9 eff.) Mental save: +15 (+2 eff.) Maximum stamina: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +9.0% Physical power: +20 (+2 eff.) Armour: +16 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +3 Dex / +10 Mag / +10 Wil / +7 Cun Changes resistances: +20% lightning / +10% physical Grants telepathy: Humanoid/Orc Physical save: +25 (+6 eff.) Mental save: +25 (+4 eff.) Stamina each turn: +0.40 Spellpower: +22 (+6 eff.) Spell crit. chance: +10% Mindpower: +21 (+5 eff.) Mental crit. chance: +8% Talent on hit(mindpower): Flamespit (5% chance level 2). A suit of armour made of leather. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Changes stats: +3 Dex / +4 Mag / +2 Wil Changes resistances: +9% darkness / +9% physical Physical save: +22 (+5 eff.) Maximum pos.energy: +25.00 Maximum neg.energy: +25.00 See invisible: +18 A suit of armour made of metal plates. |
![]() fortifying voratun plate armour of white noise (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 14 sound Changes stats: +7 Str / +4 Mag / +7 Con Changes resistances: +18% sound / +27% light Maximum life: +83.00 Light radius: +2 A suit of armour made of metal plates. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +9% acid / +12% darkness / +9% sound / +12% cold / +12% mind / +9% lightning Allows you to breathe in: water Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+1 eff.) A suit of armour made of metal plates. |
![]() voratun shield of mind resistance (+20%) (12 def, 3 armour, 199.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +20% mind Talent granted: +5 Block Handheld deflection devices. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 73.5 - 102.9 Uses stats: 30% Wil, 50% Mag, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 23 When this weapon hits: Earthen Missiles (10% chance level 1). On weapon hit: * 10% chance to knock the target back * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +8 blight / +83 physical / +8 mind When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -7% Damage (Melee): 24 acid Changes stats: +7 Str Changes resistances: +6% light Changes resistances penetration: +25% acid Changes damage: +13% fire / +11% mind / +6% light Mental save: +12 (+2 eff.) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinawen (16.5 melee - 17 ranged sound damage) Eilinawen (16.5 melee - 17 ranged sound damage)Requires: - Cunning 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 4 When wielded/worn: Physical power: +16 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage (Melee): 16 sound Damage (Ranged): 17 sound Changes stats: +12 Str / +1 Dex / +10 Mag / +10 Wil / +11 Con / +1 Lck Changes resistances: +44% darkness Changes damage: +22% darkness Talent granted: +4 Pluck Strings Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Spellpower: +12 (+3 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Movement speed: +20% A small string instrument. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +15% nature Changes damage: +33% nature Mental save: +12 (+2 eff.) Mental crit. chance: +7% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% blight Changes damage: +14% sound Damage affinity(heal): +5% sound Mental save: +10 (+1 eff.) Life regen: +6.50 Light radius: +4 Maximum melody: +24.00 It can be used to activate talent Abrupt Intro, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 233.03 sound damage and soundshocking it for 4 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. electric dragonbone lute of free songs (53.5-74.9 power, 6 apr, sound damage)electric dragonbone lute of free songs (53.5-74.9 power, 6 apr, sound damage) Requires: - Willpower 35 - Cunning 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 5 It must be held with both hands. Base power: 53.5 - 74.9 Uses stats: 20% Wil, 50% Mag, 80% Cun Damage type: Sound Mastery: Instrument Mastery Armour Penetration: +6 Crit. chance: +5.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Changes stats: +5 Cun / +9 Mag Changes damage: +28% lightning / +28% sound Talents granted: +7 Song of the Free +9 Pluck Strings Spellpower: +14 (+4 eff.) Spell crit. chance: +14% Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Maximum melody: +54.00 A large string instrument. Blunt, long and deadly. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() pouch of voratun shots 'Shockrain' (19/19, 78-93.6 power, 15 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 78.0 - 93.6 Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +12.0% Capacity: 19 On weapon hit: * 60% chance to disease On weapon crit: * splashes the target with acid Travel speed: +300% Damage (Ranged): +13 acid / +12 lightning / +28 physical Burst (radius 1) on hit: +12 blight Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +9% cold / +9% light / +9% temporal Talent cooldown: Silence (-1 turn) Talents granted: +10 Telekinetic Blast +5 Silence Pinning immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a blast of psionic energies in a range 10 beam dealing 165.77 to 331.55 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() voratun torque of thermal psionic shield [power 173] (8/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 40 blight Damage when hit (Melee): 20 blight Changes resistances: +6% light / +27% blight Changes resistances penetration: +10% light / +10% arcane Changes damage: +6% darkness / +6% blight Stealth bonus: +20 Light radius: +4 It can be used to reveal the area around you, dispelling darkness (radius 16, power 91 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tyrid the Sholtar Adventurer level 50
76th Haze 122nd year of Ascendancy at 14:19 see stats
By Tyrid the Sholtar Adventurer level 29
31st Dusk 122nd year of Ascendancy at 02:35 see stats
By Tyrid the Sholtar Adventurer level 50
75th Haze 122nd year of Ascendancy at 00:31 see stats
By Tyrid the Sholtar Adventurer level 50
9th Allure 123rd year of Ascendancy at 10:40 see stats
By Tyrid the Sholtar Adventurer level 50
5th Allure 123rd year of Ascendancy at 04:46 see stats
By Tyrid the Sholtar Adventurer level 8
5th Mirth 122nd year of Ascendancy at 09:44 see stats
By Tyrid the Sholtar Adventurer level 50
3rd Allure 123rd year of Ascendancy at 04:03 see stats
By Tyrid the Sholtar Adventurer level 50
75th Haze 122nd year of Ascendancy at 00:11 see stats
By Tyrid the Sholtar Adventurer level 50
69th Haze 122nd year of Ascendancy at 11:39 see stats
By Tyrid the Sholtar Adventurer level 34
64th Dusk 122nd year of Ascendancy at 20:26 see stats
By Tyrid the Sholtar Adventurer level 50
28th Regrowth 123rd year of Ascendancy at 20:14 see stats
By Tyrid the Sholtar Adventurer level 29
31st Dusk 122nd year of Ascendancy at 02:12 see stats
By Tyrid the Sholtar Adventurer level 10
2nd Flare 122nd year of Ascendancy at 23:58 see stats
By Tyrid the Sholtar Adventurer level 20
26th Dusk 122nd year of Ascendancy at 21:43 see stats
By Tyrid the Sholtar Adventurer level 30
47th Dusk 122nd year of Ascendancy at 20:43 see stats
By Tyrid the Sholtar Adventurer level 40
12nd Haze 122nd year of Ascendancy at 10:45 see stats
By Tyrid the Sholtar Adventurer level 50
13rd Haze 122nd year of Ascendancy at 14:49 see stats
By Tyrid the Sholtar Adventurer level 50
27th Regrowth 123rd year of Ascendancy at 04:21 see stats
By Tyrid the Sholtar Adventurer level 50
24th Regrowth 123rd year of Ascendancy at 18:41 see stats
By Tyrid the Sholtar Adventurer level 50
14th Regrowth 123rd year of Ascendancy at 07:21 see stats
By Tyrid the Sholtar Adventurer level 38
8th Haze 122nd year of Ascendancy at 10:13 see stats
By Tyrid the Sholtar Adventurer level 33
64th Dusk 122nd year of Ascendancy at 16:17 see stats
By Tyrid the Sholtar Adventurer level 27
30th Dusk 122nd year of Ascendancy at 20:47 see stats
By Tyrid the Sholtar Adventurer level 50
3rd Allure 123rd year of Ascendancy at 04:59 see stats
By Tyrid the Sholtar Adventurer level 29
31st Dusk 122nd year of Ascendancy at 02:35 see stats
By Tyrid the Sholtar Adventurer level 9
3rd Summertide 122nd year of Ascendancy at 19:20 see stats
By Tyrid the Sholtar Adventurer level 29
31st Dusk 122nd year of Ascendancy at 02:35 see stats
By Tyrid the Sholtar Adventurer level 50
73rd Haze 122nd year of Ascendancy at 18:46 see stats
By Tyrid the Sholtar Adventurer level 15
9th Flare 122nd year of Ascendancy at 01:47 see stats
By Tyrid the Sholtar Adventurer level 50
13rd Regrowth 123rd year of Ascendancy at 19:47 see stats
By Tyrid the Sholtar Adventurer level 32
55th Dusk 122nd year of Ascendancy at 15:42 see stats
By Tyrid the Sholtar Adventurer level 21
27th Dusk 122nd year of Ascendancy at 03:20 see stats
By Tyrid the Sholtar Adventurer level 50
33rd Regrowth 123rd year of Ascendancy at 04:41 see stats
By Tyrid the Sholtar Adventurer level 50
73rd Haze 122nd year of Ascendancy at 21:57 see stats
Log
Talent Entropy is ready to use.
Elandar receives 3924 healing.
Undead squire is not dazed anymore.
A part of Argoniel's bone shield regenerates.
Burning Shock from Elandar hits Undead squire for 119 fire damage.
Elandar casts Duskwake.
Elandar casts Lunar Pulse.
Tyrid resists!
Tyrid is no longer out of phase.
High Sun Paladin Aeryn is confused and fails to use Providence.
Elandar casts Mind Blast.
Tyrid resists!
Tyrid casts Phase Door.
Select a target to teleport...
Select a teleport location...
Tyrid is out of phase.
Elandar casts Twilight Surge.
Elandar's spell attains critical power!
Elandar's spell attains critical power!
Talent Vitality is ready to use.
Talent Fold Warp is ready to use.
Burning Shock from Elandar hits Undead squire for 119 fire damage.
Elandar casts Moonlight Ray.
Elandar's spell attains critical power!
Your shield crumbles under the damage!
Your hatred grows even as your life fades! (+59 hate)
Elandar's spell attains critical power!
A shield forms around Elandar.
Saving game...