Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Highlander Chest 1.7.6Allows dropping a Transmogrification Chest when you have more than one, Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Items Vault 1.7.6Donators/Buyers bonus! YH's ANC GOD Mode light 1.7.6Nyles' version didn't work for me, but anc46's did. Divine Class 1.7.6Adds divine class. Very OP. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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). Protos race 0.2 1.3.5Protos race. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Warlock Class 1.2.5Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility. A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction. The class is in an alpha stage but is playable. Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! 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. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | DarkTemplar |
| Class | None |
| Level / Exp | 13 / 23% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 84.5 (base 39) |
| Dexterity | 76 (base 39) |
| Constitution | 88 (base 39) |
| Magic | 73.5 (base 39) |
| Willpower | 68 (base 39) |
| Cunning | 87 (base 39) |
Resources
| Mana | 1311/1607 |
| Life | 2108/2108 |
| Paradox | 300 |
| Soul | 10/17 |
| Psi | 576/576 |
| Vim | 328/568 |
| Positive | 578/1275 |
| Stamina | 2162/2173 |
| Equilibrium | 0 |
| Healing Factor | 1.4538787563805 |
| Regeneration | 51.321920100233 |
Speed
| Mental | +8.4721359549996% |
| Attack | +8.4721359549996% |
| Movement | 0% |
| Spell | 0% |
| Global | +170.36194982025% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 12 |
| See Stealth | 112.75721764471 |
| See Invisible | 122.75721764471 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 72 |
| Crit Chance | 94% |
| APR | 72 |
| Speed | 0.92 |
Offense: Offhand
| Damage | 95 |
| Accuracy | 72 |
| Crit Chance | 90% |
| APR | 75 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 53% |
| Speed | 0.92189573957948 |
Offense: Damage Bonus
| Darkness | +5% |
| Lightning | +10% |
| Nature | +10% |
| Physical | +5% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Darkness | +6% |
Defense: Base
| Armour (hardiness) | 24 (81.898876157654%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| Physical | + 58%( 73%) |
| Cold | + 54%( 70%) |
| All | + 48%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 54%( 70%) |
| Darkness | + 69%( 80%) |
| Mind | + 45%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 62% |
| Poison Resistance | 100% |
| Blind Resistance | 41% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Disarm Resistance | 20% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (1/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Artifice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Sun | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Solipsism | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Corruption / Plague | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Summoning (utility) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Slime | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Dreadmaster | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Stealth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Bloodthirst | 2.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Eradication | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Phantasm | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Agility | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Augmented striking | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Voracity | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Slumber | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Psychic Assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Dream Smith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Summoning (distance) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Nightmare | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Glacial waste | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Charged mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Thermal mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Eldritch shield | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Advanced-golemancy | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Timetravel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Trapping | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Rime wraith | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Master of flesh | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Tireless Combatant | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Stone | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Summoning (melee) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Acid alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Projection | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Reflexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Enhancement | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Corruption / Reaving combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Aether | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Dual weapons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Called Shots | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Wildfire | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Mentalism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Spectre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Energy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Corruption / Torment | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Thuggery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Dream Forge | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Dreaming | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 2.35 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Feedback | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Lethality | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.5)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +16% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 65% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 12.8% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+50% global speed). Clarity |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.5)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +6 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 50 mind and 52 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 82 Mind damage, and deal 86 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.5)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 4) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+47% chance to avoid traps). Power 2+: -1 Luck, +14 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+19% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 55% if the increase would be enough to kill your opponent. |
| beneficial effect | Countering melee attacks: Has a 48% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 18% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 18% for 3 turns. |
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. | active |
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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | dreamer's pair of rough leather boots of rushing (Misfortune) (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Wil / +3 Cun / +3 Con Physical save: +5 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | watchleader's brass lantern of the zealot (Nightmares)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+0 eff.) Blindness immunity: +21% Confusion immunity: +13% Light radius: +6 See stealth: +7 See invisible: +6 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 9.4 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 10 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Corpses It can be used to activate talent Call Lightning (costing 7 power out of 30/30) : Effective talent level: 1.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 60.19 to 180.58 lightning damage (120.39 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | spellstreaming rough leather gloves of the starseeker (Misfortune) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Mag Changes resistances: +6% light / +6% darkness Mana each turn: +0.11 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Infravision radius: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Elemental Bolt (10% chance level 1). Damage (Melee): +5 arcane Damage (radius 2) on crit: +10 light / +16 darkness Curse of Misfortune It can be used to activate talent Starfall, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 55.54 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. |
| Tool | brutal iron pickaxe (Madness) (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +5 (+1 eff.) Changes stats: +1 Str Critical mult.: +11.00% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's copper ring of sensing (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Curse of Misfortune Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Cun / +4 Dex Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 Curse of Corpses Rings make your fingers look great! |
| Around neck | warrior's copper amulet of dexterity (+3) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +5% physical Stamina each turn: +0.30 Curse of Misfortune Amulets make your neck look great! |
| In main hand | Serpent's Glare (Shrouds) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 252.55 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | nightruned rough leather belt of the giants (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +6% light / +5% darkness Spell save: +6 (+0 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
| In off hand | vined mindstar 'Berorig' (Shrouds) (6-7 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil / +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Spell save: +4 (+0 eff.) Life regen: +0.90 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Maximum life: +13.00 Spellpower: +15 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | spellcowled linen cloak of the voidstalker (Corpses) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +11% darkness / +10% temporal Spell save: +6 (+0 eff.) Maximum mana: +40.00 Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% Curse of Corpses It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearwoven linen robe of Angolwen (Madness) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +7% all Changes resistances penetration: +6% darkness / +7% physical Changes damage: +5% darkness / +5% physical Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +3 Maximum hate: +6.00 Spellpower: +6 (+0 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, nature, mind, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 nature, 5 mind, 5 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Drake's Bane (Shrouds) (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Shrouds The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Corpsebow (Corpses)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 21 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+1 eff.) Curse of Corpses A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
River's Fury (Madness) (23-32 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Madness It can be used to activate talent Tidal Wave (costing 35 power out of 80/80) : Effective talent level: 1.0 Power cost: 35 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.01 cold damage and 11.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
scouring rough leather gloves of butchering (Corpses) (0 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Physical power: +5 (+1 eff.) Armour: +1 Effects when hit in melee: * 17 arcane resource burn Changes resistances: +6% blight Spell save: +19 (+0 eff.) When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% On weapon hit: * 12% chance to reduce armor by 31% * 16 arcane resource burn * 11% chance to slow global speed by 68% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skin of Many (Nightmares) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Nightmares The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
troll-hide cured leather armour (Nightmares) (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +4.10 Maximum life: +32.00 Healing mod.: +10% Curse of Nightmares A suit of armour made of leather. |
troll-hide rough leather armour of command (Corpses) (9 def, 6 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +6% Changes stats: +1 Cun Mental save: +11 (+4 eff.) Life regen: +4.00 Maximum life: +33.00 Healing mod.: +11% Curse of Corpses A suit of armour made of leather. |
troll-hide rough leather armour of the deep (Nightmares) (3 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Life regen: +3.40 Maximum life: +31.00 Healing mod.: +12% Curse of Nightmares A suit of armour made of leather. |
Coral Spray (Corpses) (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Dexterity 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Corpses A chunk of jagged coral, dredged from the ocean. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One (Misfortune)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Sleep (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 11% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Trade notes2.00 Encumbrance. Type: tome / notes It can be used to read the book. A book with notes about all the merchants and artifactors you met. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (4/4)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 87 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. |
Shard of mystical power Shard of mystical power0.00 Encumbrance. Type: gem / shard ; tier 1 Damage (Melee): +30 physical The shard contains the power of some lost item. Can be inserted into another item: longsword, mace, dagger, waraxe, greatmaul, battleaxe, greatsword. |
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. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
20 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Bought: Drake's Bane (Shrouds) (45-68 power, 21 apr) for 560.67 gold.
Recived +30 vim for 150 gold
Recived +34 vim for 200 gold
Recived +38 vim for 250 gold
Recived +42 vim for 300 gold
Recived +46 vim for 350 gold
Recived +50 vim for 400 gold
Learned basic Cunning / Artifice for 35 gold.
Trade mastery +1
Learned Cunning / Artifice for 555 gold.
Trade mastery +2
Lore found: Girdle of the Calm Waters
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Girdle of the Calm Waters (Nightmares) for 210.25 gold.
Recived +55 life for 100 gold
Recived +59 life for 140 gold
Recived +63 life for 180 gold
Recived +67 life for 220 gold
Recived +50 life for 100 gold
Recived +56 life for 160 gold
Recived +62 life for 220 gold
Recived +68 life for 280 gold
Recived +74 life for 340 gold
Sold: aegis linen wizard hat of knowledge (Corpses) (1 def, 0 armour) for 4.60 gold.





























































































































































































































































































































































































































































































