











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Allow Respec Anywhere 1.2.3Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Store Restocker 1.5.5QuickTome QoL Changes 1.6.7Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.6.7Official 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:
Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.6.7Official 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Select your Escorts 1.6.0Allows 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. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"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 :) Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: âą 'Always Viligant' always stops running when a hostile creature is seen via telepathy. âą 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. âą Compatible with ToME v1.6.0 Notes: âą Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Forbidden Cults 1.6.7Official 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 Exploration |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 26 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 08:18 / 43Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 09:16 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 10:21 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 11:56 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 13:26 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 14:16 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 14:58 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 15:51 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 16:27 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 17:23 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 19:17 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 21:03 Killed by Weirdling Beast at level 16 on the 56th Regrowth 123rd year of Ascendancy at 22:36 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 00:09 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 00:34 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 01:11 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 01:50 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 02:33 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 05:55 Killed by shadow at level 16 on the 57th Regrowth 123rd year of Ascendancy at 07:05 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 08:24 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 08:55 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 09:38 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 10:04 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 10:55 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 11:32 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 11:58 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 12:24 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 12:45 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 13:14 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 13:32 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 13:54 Killed by shadow at level 16 on the 57th Regrowth 123rd year of Ascendancy at 14:09 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 14:46 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 15:04 Killed by shadow at level 16 on the 57th Regrowth 123rd year of Ascendancy at 15:22 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 15:51 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 16:20 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 16:40 Killed by Weirdling Beast at level 16 on the 57th Regrowth 123rd year of Ascendancy at 17:02 Killed by Gatha the skeleton warrior at level 19 on the 70th Regrowth 123rd year of Ascendancy at 12:16 Killed by Chronolith Twin at level 20 on the 76th Regrowth 123rd year of Ascendancy at 13:01 Killed by elven blood mage at level 25 on the 4th Flare 123rd year of Ascendancy at 15:56 |
Primary Stats
| Strength | 63 (base 48) |
| Dexterity | 86 (base 57) |
| Constitution | 12 (base 8) |
| Magic | 33 (base 12) |
| Willpower | 14 (base 10) |
| Cunning | 28 (base 12) |
Resources
| Life | 537/537 |
| Stamina | 225/225 |
| Healing Factor | 1.0164835164836 |
| Regeneration | 15.501373626375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 67 |
| Crit Chance | 23% |
| APR | 18 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +11% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (57.811550151976%) |
| Defense | 57 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 22 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 59%( 70%) |
| Arcane | + 32%( 70%) |
| Mind | + 33%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 46%( 70%) |
| Light | + 37%( 70%) |
| Cold | + 36%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 48% |
| Stun Resistance | 0% |
| Poison Resistance | 23% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Concealment |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Intuitive Shots |
Quests
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 grave | active |
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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * 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: 56. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * You've found the needed wretchling eyeball. | active |
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 |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unryrak the pair of dwarven-steel boots (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +10 Fatigue -3% Resists +12% nature +12% fire Phys.save +8 (+4 eff.) HP.reg +4.00 ---------- misc Max.enc +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Adora the quiver of dragonbone arrows (22/22, 176% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 176% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +15.0% Capacity 22 Ranged+ +21 nature +12 mind On Hit: * 20% chance to slow global speed by 40% * 20 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 121 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.4 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 59.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 59.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | prismatic hardened leather cap of dexterity (+7) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +12% light +14% darkness A cap made of leather. |
| Tool | soothing dwarven-steel torque of mindblast [power 215] (14 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to heal for 63. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +26% Pinning- +28% Knockbk- +25% Rings can have magical properties. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Hanindur the Blazebender4.0 T4 longbow 2H weapon [Rare] Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 125% Range +9 On Hit.r1 +2 fire On Hit: * 8% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +3 Con dps ---------- Dmg.mod +12% fire Res.pen +11% lightning +10% mind ----- def ----- Resists +6% mind +6% fire Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
| On hands | voratun gauntlets 'Emulle' (0 def, 3 armour) =blight res=1.5 T4 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +9% blight HP.reg +11.00 Cut- +20% Pinning- +20% ---------- misc Stam/turn +1.00 Max.stam +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | mindwoven linen robe of blight (+11%) (0 def, 0 armour) =blight res=2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +7% all Mind.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | cleansing steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +12% nature +13% blight Poison- +23% Disease- +21% Amulets can have magical properties. |
Inventory
wild infusion of the duelist (res 33%; mental; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the duelist (range 8; phase 23; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (206.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 206.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +12% nature +12% blight Poison- +24% Disease- +20% Amulets can have magical properties. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
grounding steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets can have magical properties. |
insulating steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% fire +10% cold Amulets can have magical properties. |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
marksman's copper ring of fire (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% fire Acc +6 (+1 eff.) ----- def ----- Resists +24% fire Rings can have magical properties. |
titan's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +6 (+3 eff.) Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 45 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
psionicist's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of nature (+28%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +28% nature Phys.save +6 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Confus- +23% Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
marksman's gold ring of darkness (+20%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +10% darkness Acc +10 (+2 eff.) ----- def ----- Resists +20% darkness Rings can have magical properties. |
psionicist's stralite ring of frost (+24%)0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +6 (+3 eff.) Rings can have magical properties. |
ranger's elven-wood longbow of dexterity (+10)4.0 T4 longbow 2H weapon [Ego] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +10 Dex dps ---------- Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
quiver of elven-wood arrows of amnesia (16/16, 157% power, 14 apr)3.0 T4 arrow ammo [Ego+] Psionic Power 157% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 16 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Bikini (0 def, 0 armour) =bikini=2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour) =lightning res=2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+8 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+10 eff.) Mind.save +15 (+7 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
cured leather armour of the hero (6 def, 4 armour) =stats=9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +5 Cun ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +37.00 A suit of armour made of leather. |
Glyvea1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +3% physical Acc +30 (+7 eff.) ----- def ----- Armour +6 Spell.save +12 (+6 eff.) Create a temporary shield that absorbs 269 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
spiritwalker's hardened leather belt of carrying1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Mana/turn +0.24 Max.mana +20.00 A belt that goes around your waist. |
Rainpunish the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Res.pen +20% mind Phasing +20% Melee Ret 8 cold ----- def ----- Defense +2 (+1 eff.) Resists +19% temporal +19% darkness +6% mind Def/telep +15 Res/telep +12% Dur/telep +16% ---------- misc Mana/s.crit +2.00 Max.mana +80.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Dex +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness +14% temporal Spell.save -13 (-10 eff.) Def/telep +14 Res/telep +11% Dur/telep +11% ---------- misc Stam/turn +0.60 Mana/turn -0.21 Masteries +0.30 Technique/Combat training Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyslicer (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +18% lightning Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +15% lightning Crit.dmg- 10.00% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +2 Con ----- def ----- Armour +2 Fatigue +3% Disarm- +20% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of the depths (0 def, 3 armour) =waterbreathing=3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 23 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 26.47 fire and 23.63 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
dwarven-steel helm 'Duskfiend' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +15% darkness Res.pen +25% darkness +5% temporal ----- def ----- Armour +4 Fatigue +4% Resists +3% darkness Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
153 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Communication =communication= Orb of Communication =communication=0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb =identify=1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest =transmog=2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Glorurialaith the steel torque of gale force [power 165] (14 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Apr +3 Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 165 physical damage Puts all charms on 14 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of stinging [power 206] (9 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elven-wood totem of healing [power 344] (14 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 14 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered yew wand of lightning storm [power 386] (18 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (386 total damage) Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Aenanthe the Thalore Archer level 13
17th Haze 122nd year of Ascendancy at 10:37 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Aenanthe the Thalore Archer level 19
72nd Regrowth 123rd year of Ascendancy at 11:08 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Aenanthe the Thalore Archer level 20
75th Regrowth 123rd year of Ascendancy at 21:07 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aenanthe the Thalore Archer level 16
57th Regrowth 123rd year of Ascendancy at 19:34 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Aenanthe the Thalore Archer level 10
20th Dusk 122nd year of Ascendancy at 02:19 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Aenanthe the Thalore Archer level 20
73rd Regrowth 123rd year of Ascendancy at 14:21 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Aenanthe the Thalore Archer level 26
15th Dusk 123rd year of Ascendancy at 07:16 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Aenanthe the Thalore Archer level 14
8th Regrowth 123rd year of Ascendancy at 10:06 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Aenanthe the Thalore Archer level 26
9th Flare 123rd year of Ascendancy at 01:03 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Aenanthe the Thalore Archer level 18
69th Regrowth 123rd year of Ascendancy at 23:03 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Aenanthe the Thalore Archer level 24
53rd Pyre 123rd year of Ascendancy at 21:13 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Aenanthe the Thalore Archer level 16
56th Regrowth 123rd year of Ascendancy at 11:54 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Aenanthe the Thalore Archer level 11
23rd Dusk 122nd year of Ascendancy at 23:31 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Aenanthe the Thalore Archer level 19
70th Regrowth 123rd year of Ascendancy at 11:59 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Aenanthe the Thalore Archer level 14
22nd Regrowth 123rd year of Ascendancy at 16:09 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Aenanthe the Thalore Archer level 22
10th Pyre 123rd year of Ascendancy at 10:17 see stats
Log
Today is the 57th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 58th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 59th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 60th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 61st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 62nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 63rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Ran for 32 turns (stop reason: interesting terrain).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 64th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
Today is the 65th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 66th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
Today is the 67th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 68th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 69th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 70th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 71st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 72nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Today is the 73rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
Aenanthe deactivates Concealment.
















































































































