






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. White Monk 1.7.6Adds 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. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Class: Explorer 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar 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. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- 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 inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Hinnagami |
| Class | White Monk |
| Level / Exp | 65 / 2% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 100 (base 10) |
| Dexterity | 230 (base 100) |
| Constitution | 103 (base 10) |
| Magic | 98 (base 10) |
| Willpower | 149 (base 75) |
| Cunning | 199 (base 60) |
Resources
| Life | 2139/2139 |
| Mana | 1259/1259 |
| Stamina | 756/756 |
| Vim | 466/466 |
| Healing Factor | 2.3100796708126 |
| Regeneration | 180.18621432339 |
Speed
| Mental | +27% |
| Attack | +27% |
| Movement | +87.60292234575% |
| Spell | +27% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 34.313608305156 |
| Infravision | 20.286335345031 |
| See Stealth | 124.338538158 |
| See Invisible | 148.338538158 |
Offense: Barehand
| Damage | 731 |
| Accuracy | 128 |
| Crit Chance | 173% |
| APR | 139 |
| Speed | 0.79 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 85% |
| Speed | 0.78740157480315 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 96% |
| Speed | 0.78740157480315 |
Offense: Damage Bonus
| Acid | +47% |
| Blight | +62% |
| Physical | +87% |
| Mind | +44% |
| All | +29% |
| Lightning | +53% |
| Light | +51% |
| Temporal | +55% |
| Darkness | +82% |
| Fire | +44% |
| Nature | +78% |
Offense: Damage Penetration
| Physical | +98% |
| Darkness | +25% |
| Light | +40% |
| Nature | +45% |
| Cold | +35% |
| Arcane | +35% |
| Fire | +35% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 175.85091411599 (100%) |
| Defense | 142 |
| Ranged Defense | 142 |
| Fatigue | 0 |
| Physical Save | 127 |
| Spell Save | 77 |
| Mental Save | 87 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 34%( 70%) |
| Mind | + 43%( 70%) |
| All | + 30%( 70%) |
| Physical | + 31%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 43%( 70%) |
| Darkness | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 69%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 42% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 42% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 529 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 2.5 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 heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 5.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mending | 5.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Martial Arts | 5.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Black Belt | 5.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Transcending | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Agile Combatant | 5.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Rending | 5.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 3.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 5.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 3.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Fending | 5.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 5.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 5.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Measured Blows |
| talent | Aura of Protection |
| talent | Daunting Presence |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | You start with 30 clay and gain 1 every other level. You can only equip up to your maximum clay worth in equip load, but you can allocate them in whatever way you wish. Main hand, offhand, and body cost 4 clay; feet, hands, and head cost 3 clay; lite, cloak, and belt cost 2 clay; tool, ring, and amulet cost 1 clay. Current equip load 62 out of 67 |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemistsยท Stire of Derth's elixir of the fox ยท Marus of Elvala's elixir of mysticism ยท Ungrol of Last Hope's elixir of brawn |
| beneficial effect | Countering melee attacks: Has a 98% chance to get an automatic counter attack when avoiding a melee attack. (3.0 counters remaining) Counter Attacking |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity 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 |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 3449. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. Stire of Derth has completed an elixir of avoidance without your aid. 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 electric eel tail. * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 orc heart. * You've found the needed storm wyrm claw. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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
| Tool | voratun pickaxe 'Khelithel' (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +20 (+4 eff.) Fatigue: -10% Changes stats: +8 Str / +6 Dex / +2 Mag Changes resistances: +9% lightning / +15% acid Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Tool | Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 11 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | stralite ring 'Berulathagorn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +4 Dex / +12 Mag / +7 Cun / +3 Con Disarm immunity: +44% Pinning immunity: +33% Knockback immunity: +39% Maximum life: +44.00 Infravision radius: +3 Rings make your fingers look great! |
| On fingers | Adodhethra the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 44 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 44 Damage (Ranged): 32 physical Damage when hit (Melee): 2 mind Changes stats: +24 Cun / +10 Dex Changes resistances: +29% acid / +30% fire / +30% lightning / +30% cold Changes damage: +3% blight Critical mult.: +15.00% Hate when firing a critical mind attack: +4.00 Maximum hate: +12.00 Mental crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | MithelCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +6 Str / +4 Wil / +4 Con Changes resistances: +12% fire Mental save: +13 (+3 eff.) Confusion immunity: +32% Only die when reaching: -80.00 life Rings make your fingers look great! |
| On fingers | gold ring 'Salolrann'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+1 eff.) Changes stats: +2 Wil Blindness immunity: +32% Stun/Freeze immunity: +31% Life regen: +3.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+4 eff.) Infravision radius: +5 See stealth: +11 See invisible: +12 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 5.5 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| On fingers | Xerysetha the DuathelbutcherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +12% blight / +13% nature / +21% light Changes damage: +15% darkness Physical save: +22 (+3 eff.) Poison immunity: +50% Disease immunity: +26% Pinning immunity: +24% Stun/Freeze immunity: +24% Life regen: +4.80 Rings make your fingers look great! |
| On fingers | stralite ring 'Issibers'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Str / +10 Dex / +4 Wil Critical mult.: +24.17% Stun/Freeze immunity: +44% Life regen: +7.00 Only die when reaching: -80.00 life Maximum stamina: +36.25 Rings make your fingers look great! |
| On fingers | Issolemnir the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +24 Effects on melee hit: * 19% chance to reduce all saves and defense by 44 Damage (Melee): 29 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 44 Damage (Ranged): 28 physical Changes stats: +10 Str / +10 Cun / +5 Con Changes resistances: +3% blight Reduces incoming crit damage: 15.00% Spell save: +20 (+5 eff.) Blindness immunity: +10% Disarm immunity: +22% Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Maximum stamina: +39.00 Maximum hate: +15.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | GalepietyCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 74% * 22 arcane resource burn Changes stats: +10 Str / +13 Con Changes resistances: +9% cold / +5% arcane / +3% temporal Changes damage: +9% lightning Spell save: +20 (+5 eff.) Stun/Freeze immunity: +49% Life regen: +9.00 Maximum stamina: +40.00 Rings make your fingers look great! |
| Around neck | Arorille the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Changes stats: +4 Wil / +3 Cun / +6 Con Changes resistances: +23% fire / +30% cold Critical mult.: +15.00% Physical save: +20 (+2 eff.) Life regen: +11.00 Equilibrium when hit: +0.08 Maximum life: +58.00 Maximum hate: +6.00 Maximum psi: +30.00 Amulets make your neck look great! |
| Around neck | voratun amulet 'Ebonyrace'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Fatigue: -10% Effects on melee hit: * 24% chance to reduce damage dealt by 36% Changes stats: +6 Str Changes resistances: +18% darkness Changes resistances penetration: +20% cold Changes damage: +21% physical Physical save: +12 (+1 eff.) Life regen: +5.00 Stamina each turn: +3.61 Only die when reaching: -80.00 life Amulets make your neck look great! |
| Around neck | voratun amulet 'Poredhenor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: -9% Changes stats: +5 Cun / +5 Mag Changes resistances: +6% blight / +3% light Changes damage: +7% light / +8% temporal / +8% darkness / +8% physical Physical save: +21 (+3 eff.) Spell save: +24 (+6 eff.) Mental save: +27 (+5 eff.) Life regen: +4.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
| Around neck | wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +18 Fatigue: -8% Changes stats: +7 Dex / +9 Cun / +7 Con Critical mult.: +18.00% Life regen: +4.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
| Around neck | Eilinyvea the RadiancespitterInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +5 Cun / +9 Con Changes resistances: +21% lightning / +3% light Changes resistances penetration: +15% light / +15% arcane Physical save: +10 (+1 eff.) Stun/Freeze immunity: +25% Life regen: +3.00 Stamina each turn: +0.60 Maximum life: +39.00 Light radius: +2 Movement speed: +10% Amulets make your neck look great! |
| Around neck | Dayspawn the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +12 Dex / +2 Mag / +6 Cun / +5 Con Cut immunity: +50% Life regen: +3.00 Stamina each turn: +0.50 Light radius: +3 Movement speed: +10% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 586 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Around neck | BrightrebelInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +11 Cun / +4 Wil Changes resistances penetration: +20% fire Changes damage: +30% blight Critical mult.: +20.00% Spell save: +12 (+3 eff.) Cut immunity: +80% Maximum vim: +60.00 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 2.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 457 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Main armor | Yveyatha the Radiancepunish (35 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +15.0% Armour: +8 Defense: +35 (+5 eff.) Fatigue: +8% Changes stats: +3 Str / +5 Dex / +2 Con Changes resistances: +12% darkness / +27% fire Changes resistances penetration: +10% light Changes damage: +10% all Life regen: +12.30 Stamina each turn: +1.20 Maximum life: +61.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +3 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 288 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+1 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
| Main armor | reinforced leather armour 'Xanatira' (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 20 acid / 15 fire Damage when hit (Melee): 14 acid / 15 fire Changes stats: +5 Str / +8 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +53% acid / +26% fire / +9% mind Changes resistances penetration: +5% physical Changes damage: +9% physical Knockback immunity: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +10% A suit of armour made of leather. |
| Main armor | Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. The set is complete. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Changes resistances: +15% fire / +15% darkness / +5% all Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 10% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 47 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 7.8 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 327.66 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| On hands | Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. The set is complete. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Changes damage: +15% fire / +15% darkness / +5% all Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 20% Mag, 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 6% of current vim Current Bonus: 28% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 7.8 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 179.80 fire damage and 227.25 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| On hands | Xerulaith the drakeskin leather gloves (0 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Damage (Melee): 13 acid Changes stats: +1 Cun / +1 Mag Changes resistances: +5% acid / +2% physical / +8% light / +12% darkness Changes damage: +3% acid Mental save: +22 (+4 eff.) Maximum life: +55.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (radius 2) on crit: +8 acid / +17 light / +21 darkness It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 2.5 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 204.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On hands | alchemist's drakeskin leather gloves of the juggernaut (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 acid / 7 fire / 6 cold / 7 lightning Changes stats: +4 Mag / +4 Wil / +4 Con Physical save: +29 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +31% When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +10 ice / +17 physical / +15 fire / +17 lightning / +18 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 3.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 190, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 627.90 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| Light source | Lelugorn the BilebearerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +3.0% Armour: +4 Defense: +10 (+2 eff.) Damage when hit (Melee): 25 fire Changes resistances: +15% blight / +9% fire / +13% darkness / +3% nature Changes resistances penetration: +10% nature / +15% all Changes damage: +6% nature Physical save: +6 (+0 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +4 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 16 cooldown : Effective talent level: 2.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 69 blight damage or heals 64 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Light source | dwarven lantern 'Kindlewarden'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +18% blight / +9% fire / +15% darkness Disarm immunity: +22% Maximum life: +57.00 Maximum mana: +80.00 Spell crit. chance: +3% Light radius: +5 Healing mod.: +22% Damage Shield penetration: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Around waist | Lisuriavea Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+4 eff.) Changes stats: +10 Str / +11 Dex / +5 Mag / +5 Wil / +10 Cun / +11 Con Changes resistances: +6% blight Changes resistances penetration: +5% arcane Critical mult.: +29.00% Physical save: +15 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Mental crit. chance: +14% Size category: +1 A belt that goes around your waist. |
| Around waist | Mardunik Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +9 Str / +10 Dex / +11 Mag / +5 Wil / +9 Cun / +9 Con / +7 Lck Changes damage: +3% temporal Trap disarming bonus: +13 Stealth bonus: +11 Physical save: +17 (+2 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +4 Damage Shield penetration: +30% Size category: +1 A belt that goes around your waist. |
| Around waist | Isiriath Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +33 (+6 eff.) Defense: +30 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Str / +5 Dex / +5 Mag / +15 Wil / +16 Cun / +5 Con Changes damage: +12% physical Damage against: +33% Summoned Reduced damage from: +33% Summoned Light radius: +3 A belt that goes around your waist. |
Inventory
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
Obliterator (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 100 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 32 power out of 150/150) : Effective talent level: 4.5 Power cost: 32 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 345.01. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Eyal's Will (22-24 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 16 power out of 30/30) : Effective talent level: 4.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 155.55 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Scorpion's Tail (28-31 power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+2 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Arkul's Siege Arrows (13/14, 68-95 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Glytira the Stokeonslaught (30 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +8 Defense: +30 (+4 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 31 Damage when hit (Melee): 4 fire Changes stats: +9 Str / +12 Dex / +2 Con Changes resistances: +3% blight Physical save: +15 (+2 eff.) Life regen: +28.70 Stamina each turn: +1.00 Maximum life: +140.00 Healing mod.: +39% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 5.5 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 247.35 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Chromatic Harness (10 def, 14 armour)Requires: - 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% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+5 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 10% Mag, 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 16 power out of 30/30) : Effective talent level: 5.5 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 132.79 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 32 power out of 60/60) : Effective talent level: 2.5 Power cost: 32 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
209 alchemist agate0.00 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. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 106 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Yvudheyakira the Hinnagami White Monk level 54
60th Pyre 123rd year of Ascendancy at 19:17 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yvudheyakira the Hinnagami White Monk level 26
1st Wintertide 123rd year of Ascendancy at 08:07 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Yvudheyakira the Hinnagami White Monk level 54
59th Pyre 123rd year of Ascendancy at 05:32 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Yvudheyakira the Hinnagami White Monk level 58
27th Dusk 123rd year of Ascendancy at 02:07 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Yvudheyakira the Hinnagami White Monk level 63
47th Haze 123rd year of Ascendancy at 10:44 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Yvudheyakira the Hinnagami White Monk level 58
25th Dusk 123rd year of Ascendancy at 00:53 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Yvudheyakira the Hinnagami White Monk level 24
9th Decay 122nd year of Ascendancy at 14:16 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yvudheyakira the Hinnagami White Monk level 56
69th Pyre 123rd year of Ascendancy at 12:07 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Yvudheyakira the Hinnagami White Monk level 61
39th Haze 123rd year of Ascendancy at 03:34 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Yvudheyakira the Hinnagami White Monk level 55
65th Pyre 123rd year of Ascendancy at 07:37 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Yvudheyakira the Hinnagami White Monk level 31
2nd Regrowth 123rd year of Ascendancy at 17:50 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Yvudheyakira the Hinnagami White Monk level 24
9th Decay 122nd year of Ascendancy at 06:47 see stats
Explorer (Insane (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Yvudheyakira the Hinnagami White Monk level 40
62nd Regrowth 123rd year of Ascendancy at 11:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yvudheyakira the Hinnagami White Monk level 20
77th Haze 122nd year of Ascendancy at 21:26 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yvudheyakira the Hinnagami White Monk level 52
46th Pyre 123rd year of Ascendancy at 05:46 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Yvudheyakira the Hinnagami White Monk level 54
63rd Pyre 123rd year of Ascendancy at 03:45 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yvudheyakira the Hinnagami White Monk level 23
80th Haze 122nd year of Ascendancy at 01:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Yvudheyakira the Hinnagami White Monk level 64
47th Haze 123rd year of Ascendancy at 11:25 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yvudheyakira the Hinnagami White Monk level 10
6th Haze 122nd year of Ascendancy at 19:09 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yvudheyakira the Hinnagami White Monk level 20
67th Haze 122nd year of Ascendancy at 05:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Yvudheyakira the Hinnagami White Monk level 30
10th Allure 123rd year of Ascendancy at 17:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Yvudheyakira the Hinnagami White Monk level 40
61st Regrowth 123rd year of Ascendancy at 05:36 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Yvudheyakira the Hinnagami White Monk level 50
78th Regrowth 123rd year of Ascendancy at 14:34 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Yvudheyakira the Hinnagami White Monk level 32
25th Regrowth 123rd year of Ascendancy at 05:47 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Yvudheyakira the Hinnagami White Monk level 50
1st Time of Balance 123rd year of Ascendancy at 06:14 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Yvudheyakira the Hinnagami White Monk level 62
40th Haze 123rd year of Ascendancy at 10:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yvudheyakira the Hinnagami White Monk level 32
7th Regrowth 123rd year of Ascendancy at 14:50 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Yvudheyakira the Hinnagami White Monk level 29
7th Allure 123rd year of Ascendancy at 03:36 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Yvudheyakira the Hinnagami White Monk level 27
1st Wintertide 123rd year of Ascendancy at 22:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yvudheyakira the Hinnagami White Monk level 16
31st Haze 122nd year of Ascendancy at 14:01 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Yvudheyakira the Hinnagami White Monk level 57
21st Dusk 123rd year of Ascendancy at 18:29 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Yvudheyakira the Hinnagami White Monk level 26
1st Wintertide 123rd year of Ascendancy at 08:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yvudheyakira the Hinnagami White Monk level 8
78th Dusk 122nd year of Ascendancy at 17:49 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yvudheyakira the Hinnagami White Monk level 26
1st Wintertide 123rd year of Ascendancy at 08:07 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yvudheyakira the Hinnagami White Monk level 52
20th Pyre 123rd year of Ascendancy at 11:22 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Yvudheyakira the Hinnagami White Monk level 34
40th Regrowth 123rd year of Ascendancy at 12:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yvudheyakira the Hinnagami White Monk level 14
28th Haze 122nd year of Ascendancy at 11:56 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Yvudheyakira the Hinnagami White Monk level 65
64th Haze 123rd year of Ascendancy at 02:59 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Yvudheyakira the Hinnagami White Monk level 52
20th Pyre 123rd year of Ascendancy at 04:28 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Yvudheyakira the Hinnagami White Monk level 23
80th Haze 122nd year of Ascendancy at 01:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yvudheyakira the Hinnagami White Monk level 16
36th Haze 122nd year of Ascendancy at 09:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yvudheyakira the Hinnagami White Monk level 54
58th Pyre 123rd year of Ascendancy at 15:58 see stats
Log
You gain 0.80 gold from the transmogrification of healing infusion (heal 100; cd 13).
You gain 0.71 gold from the transmogrification of healing infusion (heal 73; cd 15).
There is a Entrance into the sandpit of Briagh here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 59th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:01.
Today is the 60th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 61st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Ran for 26 turns (stop reason: hostile spotted to the southwest (Orcs patrol - offscreen)).
Today is the 62nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:00.
Today is the 63rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:06.
There is a Gates of Morning (Town) here (press '' or right click to use).
Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Zemekkys starts to draw runes on the floor using the athame and gem dust.
The whole area starts to shake!
Zemekkys says: 'The portal is done!'
Quest 'There and back again' is done! (Press 'j' to see the quest log)
Personal New Achievement: There and back again (Insane (Adventure) difficulty)!
Accepted quest 'Back and there again'! (Press 'j' to see the quest log)































































































