










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Items Vault 1.6.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Spell Merchants 1.5.10T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 36 / 71% |
| Size | big |
| Lifes / Deaths | Killed by Cyryminne the drem at level 5 on the 20th Voratun 122nd year of Ascendancy at 04:27 5 / 2Killed by Weirdling Beast at level 17 on the 5th Wealth 122nd year of Ascendancy at 07:13 |
| Antimagic | Follower |
Primary Stats
| Strength | 138.50265871689 (base 60) |
| Dexterity | 123.00531743378 (base 25) |
| Constitution | 164.00531743378 (base 45) |
| Magic | 78.502658716891 (base 10) |
| Willpower | 148.00531743378 (base 50) |
| Cunning | 123.00531743378 (base 25) |
Resources
| Life | 1637/1821 |
| Hate | 63/100 |
| Equilibrium | 100 |
| Healing Factor | 1.6390440643284 |
| Regeneration | 4.8351799897689 |
Speed
| Mental | +61.303021644264% |
| Attack | +61.303021644264% |
| Movement | +497.83295945925% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 2 |
| See Stealth | 15 |
| See Invisible | 32.005317433781 |
Offense: Mainhand
| Damage | 207 |
| Accuracy | 63 |
| Crit Chance | 57% |
| APR | 44 |
| Speed | 0.62 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 43% |
| Speed | 0.61995118864257 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +21% |
| Physical | +66% |
| All | +6% |
| Nature | +26% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 158.50454165879 (100%) |
| Defense | 60 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 112 |
| Spell Save | 100 |
| Mental Save | 98 |
Defense: Resistances
| Acid | + 74%( 74%) |
| Blight | + 27%( 74%) |
| Arcane | + 74%( 74%) |
| Cold | + 45%( 74%) |
| All | + 40%( 74%) |
| Darkness | + 85%( 85%) |
| Light | + 49%( 74%) |
| Physical | + 45%( 77%) |
| Mind | + 42%( 74%) |
| Fire | + 53%( 74%) |
| Nature | + 27%( 74%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Stun Resistance | 100% |
| Pinning Resistance | 15% |
| Confusion Resistance | 46% |
| Fear Resistance | 50% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 174% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 16 each turn for 6 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 619 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 381 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Rampage | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed aura | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Wild Growth |
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.5)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +19% 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 12.7% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.5)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 42% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target's skin reacts to damage, granting 17 armour. Stoneskin |
| beneficial effect | All stats increased by 67. Pain Enhancement System |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.5)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +4 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 68 mind and 77 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 (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | You gain 86% resistance against acid, darkness and arcane. Resolve |
| 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 Death |
| detrimental effect | Huge cut that bleeds, doing 54.97 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+384% movement speed, +61% attack speed, +61% mind speed, +45% physical damage, +24 physical save, +24 mental save, 0/80 damage shrugged off this turn) Rampaging |
| 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 10%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% 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. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 6%. Strength and Willpower are increased by 3. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target's skin turns to stone, granting 32 armour, 40 physical save and 40 spell save. Dwarven Resilience |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.5)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 (+43% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 44% if the increase would be enough to kill your opponent. |
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. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You failed to protect the lost tinker from death by giant yellow ant. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 377. | 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. You have been shown a secret entrance to his stronghold. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
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 | Boots of the Hunter (Corpses) (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Corpses Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Quiver of Domination (20/20, 24-33.6 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Str Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 176, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 471.90 darkness damage (based on Mindpower and charge). Uses 10 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. |
| On head | Eye of the Forest (Madness) (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Curse of Madness Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Dazzleschism (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% Res.pen +15% light Melee Ret 8 mind ----- def ----- Fatigue -6% Resists +9% light Max.HP +29.00 ---------- misc Max.stam +21.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Radianceransom (Misfortune)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Dex +4 Cun +4 Con ----- def ----- Resists +6% light Crit.dmg- 15.00% Spell.save +15 (+3 eff.) ---------- misc Max.stam +28.00 Light +3 See.Invis +6 Curse of Misfortune Rings can have magical properties. |
| On fingers | Zynarindur (Misfortune)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +10 Resists +9% fire +2% physical Spell.save +12 (+2 eff.) Blind- +25% Teleport- +5% Curse of Misfortune Rings can have magical properties. |
| Around waist | rough leather belt of life (Madness)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% Curse of Madness A belt that goes around your waist. |
| In main hand | Crude Iron Battle Axe of Kroll (Misfortune) (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +9 Dex +9 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +100% Knockbk- +100% Curse of Misfortune Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
| On hands | Belema the Shadowgrinder (Madness) (0 def, 8 armour)1.0 T3 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Melee+ 7 physical Dmg.mod +5% physical Acc +7 (+1 eff.) Apr +6 On Melee Ret: * 24% chance to reduce effective powers by 20% * 15 arcane resource burn ----- def ----- Armour +8 Phys.save +3 (+0 eff.) Spell.save +10 (+2 eff.) Die.at -40.00 life Curse of Madness Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Tarrasca (Corpses) (0 def, 50 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+7 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Corpses Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | Cloth of Dreams (Nightmares) (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+1 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Nightmares Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 100 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Around neck | Bleakknight of the Blightspawn (Shrouds)0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Con dps ---------- On Hit (Melee): * 30% chance to slow global speed by 0% On Melee Ret: * 25% chance to reduce strength, dexterity, and constitution by 0 * 29% chance to reduce damage dealt by 0% ----- def ----- Armour +5 Defense +6 (+1 eff.) Resists +9% cold +9% fire Res.Cap +4% all Phys.save +27 (+4 eff.) Spell.save +9 (+2 eff.) Max.HP +39.00 HP.reg +1.00 Curse of Shrouds Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 391; cd 9)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 391 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 215; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 589; 16 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 443; 13 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
teleportation rune of the titan (range 210; cd 15)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 210 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sootarc of the Blightspawn (Corpses)0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats -9 Str +7 Dex +18 Cun +7 Con +12 Lck dps ---------- S.pwr/crit +8 Mov.spd +10% Dmg.mod +6% arcane +3% light Acc +12 (+3 eff.) ----- def ----- Defense +11 (+2 eff.) Fatigue -6% Resists +19% temporal Unseen.red 13% HP.reg +0.90 Pinning- +36% Knockbk- +25% ---------- misc Stam/turn +0.80 Light +3 Curse of Corpses Amulets can have magical properties. |
Voidire of the Blightspawn (Misfortune)0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck +6 Con dps ---------- Dmg.mod +3% blight +3% fire Res.pen +15% blight Acc +12 (+3 eff.) On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 0 * 35% chance to reduce damage dealt by 0% ----- def ----- Armour +5 Defense +17 (+4 eff.) Resists +18% fire Res.Cap +4% all Phys.save +12 (+2 eff.) Unseen.red 14% Curse of Misfortune Amulets can have magical properties. |
gold amulet 'Sootarc' (Corpses)0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +14 Lck dps ---------- Dmg.mod +9% darkness +15% temporal Res.pen +15% darkness Acc +11 (+2 eff.) On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +11 (+2 eff.) Resists +9% darkness +9% temporal Unseen.red 16% Curse of Corpses Amulets can have magical properties. |
stabilizing copper amulet (Shrouds)0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% temporal Pinning- +21% Knockbk- +20% Curse of Shrouds Amulets can have magical properties. |
starlit copper amulet of constitution (+2) (Misfortune)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% light +11% darkness Blind- +22% Curse of Misfortune Amulets can have magical properties. |
steel amulet 'Betoyath' (Shrouds)0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Str +10 Dex +5 Wil dps ---------- Crit.mult +9.00% Phys.pwr +2 (+1 eff.) Acc +4 (+1 eff.) ----- def ----- Resists +4% physical Curse of Shrouds Amulets can have magical properties. |
Getandil the Stormbrawn (Nightmares)0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 8 bleed Ranged+ 10 bleed Dmg.mod +21% lightning +6% physical +13% nature Melee Ret 4 physical On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Resists +26% nature +24% lightning ---------- misc Stam/turn +0.20 Hate/m.crit +1.00 Max.hate +6.00 Curse of Nightmares Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Velena (Nightmares)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Wil ----- def ----- Armour +4 ---------- misc Hate/m.crit +1.00 Max.psi +30.00 Telepathy Dragon Demon/Major Demon/Minor Curse of Nightmares Rings can have magical properties. |
marksman's steel ring (Shrouds)0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
psionicist's copper ring (Corpses)0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Curse of Corpses Rings can have magical properties. |
wizard's copper ring of arcana(+0.10/turn) (Nightmares)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Curse of Nightmares Rings can have magical properties. |
caustic stralite battleaxe (Corpses) (45.5-68.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 45.5 - 68.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +16 acid +14 nature While equipped: dps ---------- Res.pen +23% acid +17% nature Apr +13 Curse of Corpses Massive two-handed battleaxes. |
Swordbreaker (Corpses) (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Cun Acc+ +0.2% crit / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+2 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Corpses This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Dourstun of the Blightspawn (Corpses) (43.5-65.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 43.5 - 65.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Phasing +10% Against +27% Unnatural On Crit.r2 +26 ice On Hit: 20% Netherblast 3 On Hit: * disrupts spell-casting * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Con dps ---------- Crit.mult +6.00% Res.pen +14% cold Apr +2 ----- def ----- Armour +12 HP.reg +0.20 On Spell Hit: 20% Netherblast 3 Curse of Corpses Massive two-handed mauls. |
Nerena (Shrouds) (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +13% Crit.mult +15.00% Spell.pwr +19 (+3 eff.) Melee+ 28 arcane Dmg.mod +25% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Hardiness +7% Resists +9% nature Crit.dmg- 10.00% Phys.save +7 (+1 eff.) Anom.red +20 Poison- +20% ---------- misc Max.mana +56.00 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Staff of Bones (Madness) (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Acid Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). Curse of Madness A staff made out of the bones of fallen foes. Disgustingly powerful. |
Betubrewyn (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+0 eff.) Resists +3% nature Crit.dmg- 10.00% Blind- +15% Disarm- +20% Knockbk- +20% Teleport- +10% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (Madness) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+1 eff.) Phys.save +6 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dwarven-steel gauntlets 'Deepscast' (Misfortune) (9 def, 8 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +1 Str +3 Cun +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +8 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +7% darkness ---------- misc Infravis +2 Curse of Misfortune Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of dexterity (+3) (Misfortune) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness Acc +10 (+2 eff.) ----- def ----- Armour +1 Resists +6% darkness Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Pitchmarrow (Corpses) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +20% darkness Melee Ret 16 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness +12% lightning Curse of Corpses A cap made of leather. |
dwarven-steel helm 'Aerihad' (Nightmares) (0 def, 10 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +10 Fatigue +4% Resists +6% temporal +3% nature +9% light ---------- misc Stam/ret +1.20 Equi/ret +1.20 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant voratun mail armour of the deep (Shrouds) (5 def, 14 armour)14.0 T5 heavy armor [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +12% Resists +28% blight +9% cold +18% darkness +11% acid ---------- misc Light +1 Breathe water Curse of Shrouds A suit of armour made of mail. |
multi-hued reinforced leather armour of the wind (Nightmares) (21 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Mind.pwr +5 (+1 eff.) Apr +9 ----- def ----- Armour +7 Defense +21 (+5 eff.) Fatigue +8% Resists +12% acid +11% physical +11% cold +9% lightning +9% fire ---------- misc Stam/turn +1.10 Curse of Nightmares Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 382 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Dagykalthorig (16/16, 16-22.4 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 16.0 - 22.4 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +15.0% Capacity 16 Proj.spd +100% On Crit: * cripple the target While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Furnacebringer the quiver of dragonbone arrows (24/24, 67.5-94.5 power, 35 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 67.5 - 94.5 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +35 Crit +21.0% Capacity 24 Proj.spd +200% Ranged+ +30 temporal +23 darkness +8 fire +8 mind +23 nature Against +20% Living On Hit.r1 +8 mind On Crit.r2 +16 fire Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of torment (24/24, 43.5-60.9 power, 14 apr)3.0 T4 arrow ammo [Ego+] Psionic Power 43.5 - 60.9 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 24 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
349 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Sootterror the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- On Hit (Melee): * 30% chance to reduce damage dealt by 0% ----- def ----- Fatigue -5% Resists +3% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Adurarin' (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue -7% Resists +6% lightning +8% physical +7% darkness +12% cold +3% temporal +9% fire Spell.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +2 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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +4 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ariyawen the Bloomveil (19/19, 56-67.2 power, 5 apr)3.0 T4 shot ammo [Rare] Master Power 56.0 - 67.2 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Ranged+ +20 acid +8 nature On Hit.r1 +20 nature On Hit: * 40% chance to slow global speed by 0% * 40% chance to reduce armor by 0% Shots are used with slings to pummel your foes to death. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By William the Dwarf Cursed level 33
6th Steel 123rd year of Ascendancy at 05:44 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By William the Dwarf Cursed level 18
5th Wealth 122nd year of Ascendancy at 11:45 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By William the Dwarf Cursed level 30
2nd Loss 122nd year of Ascendancy at 11:10 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By William the Dwarf Cursed level 19
17th Wealth 122nd year of Ascendancy at 18:22 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By William the Dwarf Cursed level 36
36th Steel 123rd year of Ascendancy at 17:45 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By William the Dwarf Cursed level 15
37th Profit 122nd year of Ascendancy at 16:33 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By William the Dwarf Cursed level 12
17th Profit 122nd year of Ascendancy at 10:01 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By William the Dwarf Cursed level 35
33rd Steel 123rd year of Ascendancy at 20:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By William the Dwarf Cursed level 17
5th Wealth 122nd year of Ascendancy at 06:00 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By William the Dwarf Cursed level 31
11st Loss 122nd year of Ascendancy at 02:07 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By William the Dwarf Cursed level 18
5th Wealth 122nd year of Ascendancy at 09:30 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By William the Dwarf Cursed level 32
12nd Loss 122nd year of Ascendancy at 17:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By William the Dwarf Cursed level 10
3rd Acquisition 122nd year of Ascendancy at 05:04 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By William the Dwarf Cursed level 20
26th Wealth 122nd year of Ascendancy at 04:44 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By William the Dwarf Cursed level 30
2nd Loss 122nd year of Ascendancy at 11:00 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By William the Dwarf Cursed level 32
14th Iron 123rd year of Ascendancy at 16:33 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By William the Dwarf Cursed level 31
4th Loss 122nd year of Ascendancy at 20:33 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By William the Dwarf Cursed level 27
45th Dearth 122nd year of Ascendancy at 07:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By William the Dwarf Cursed level 22
30th Dearth 122nd year of Ascendancy at 14:52 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By William the Dwarf Cursed level 36
33rd Steel 123rd year of Ascendancy at 20:43 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By William the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 01:39 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By William the Dwarf Cursed level 18
7th Wealth 122nd year of Ascendancy at 05:04 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By William the Dwarf Cursed level 10
1st Profit 122nd year of Ascendancy at 05:40 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By William the Dwarf Cursed level 18
5th Wealth 122nd year of Ascendancy at 11:45 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By William the Dwarf Cursed level 30
2nd Loss 122nd year of Ascendancy at 11:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By William the Dwarf Cursed level 11
5th Profit 122nd year of Ascendancy at 16:35 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By William the Dwarf Cursed level 31
4th Loss 122nd year of Ascendancy at 20:33 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By William the Dwarf Cursed level 18
5th Wealth 122nd year of Ascendancy at 11:45 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By William the Dwarf Cursed level 28
1st Loss 122nd year of Ascendancy at 16:52 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By William the Dwarf Cursed level 32
18th Loss 122nd year of Ascendancy at 18:41 see stats
Log
A shield forms around orc necromancer.
Orc necromancer casts Create Minions.
Orc blood mage uses Orcish Fury.
Orc blood mage enters a state of bloodlust.
William evades Skeleton master archer.
Skeleton warrior is afflicted by a crippling illness!
Skeleton warrior misses William.
Melee retaliation hits Skeleton warrior for 0 arcane, 23 fire, 6 mind (30 total damage).
Bone giant fails to use Bone Armour.
William instinctively hardens his skin and ignores the attack!
William repels an attack from Bone giant.
William has shrugged off 18 damage and is ready for more.
Ghoulking is weakened by the gloom.
Ghoulking is dismayed!
Skeleton mage is stunned with fear!
Skeleton mage is weakened by the gloom.
Skeleton warrior is lost in despair!
Player used:T_ATTACK
Bleeding from Heavy bone giant hits William for 0 physical damage.
William is no longer attuned.
William stops bleeding.
William rearms.
William deactivates Antimagic Shield.
William's skin returns to normal.
William is no longer rampaging.
William deactivates Gloom.
William deactivates Surge.
William deactivates Stalk.
William no longer feels strong.





































































































































