Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Cultists Event Fix 1.2.5EDIT - I'm thrilled that this actually became obsolete less than a day after putting it up. I'll leave this up in case someone needs it (I guess if you like the cultists and don't have Ashes this should fix their spawn rate for you too). This fixes the spawn chance of the Cultists/Monolith event needed to summon Shasshhiy'Kaish and complete the Doom Elf unlock Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.2.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shadow |
| Class | Adventurer |
| Level / Exp | 200 / 14017% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Silyta the large white snake at level 9 on the 1st Flare 122nd year of Ascendancy at 15:49 0 / 8Killed by Umur the halfling at level 31 on the 12nd Dusk 122nd year of Ascendancy at 10:45 Killed by Umur the halfling at level 31 on the 12nd Dusk 122nd year of Ascendancy at 19:13 Killed by Shasshhiy'Kaish at level 46 on the 39th Dusk 122nd year of Ascendancy at 22:07 Killed by greater multi-hued wyrm at level 72 on the 53rd Dusk 122nd year of Ascendancy at 13:49 Killed by Silky at level 200 on the 56th Haze 122nd year of Ascendancy at 18:17 Killed by Silky at level 200 on the 59th Haze 122nd year of Ascendancy at 07:59 Killed by unknown at level 200 on the 44th Regrowth 123rd year of Ascendancy at 12:22 |
Primary Stats
| Strength | 187 (base 75) |
| Dexterity | 143 (base 100) |
| Constitution | 225 (base 100) |
| Magic | 266 (base 100) |
| Willpower | 229 (base 100) |
| Cunning | 296 (base 100) |
Resources
| Mana | 2583/2704 |
| Negative | 751/752 |
| Life | 6445/6728 |
| Souls | 3/20 |
| Paradox | 300 |
| Psi | 1386/1414 |
| Vim | 1002/1002 |
| Positive | 0/575 |
| Stamina | 1300/1300 |
| Healing Factor | 2.5 |
| Regeneration | 31.875 |
Speed
| Mental | -84.131470082383% |
| Attack | -84.131470082383% |
| Movement | -30% |
| Spell | -84.131470082383% |
| Global | +145.31712575728% |
Vision
| Sight | 10 |
| Lite | -1990 |
| Infravision | 63 |
| See Stealth | 81.777446604326 |
| See Invisible | 199.35852160896 |
| Stealth | 724.48 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, demon/minor, demon/major |
Offense: Mainhand
| Damage | 233 |
| Accuracy | 127 |
| Crit Chance | 238% |
| APR | 75 |
| Speed | 6.30 |
Offense: Offhand
| Damage | 123 |
| Accuracy | 127 |
| Crit Chance | 241% |
| APR | 77 |
| Speed | 6.30 |
Offense: Spell
| Spellpower | 163.96493002572 |
| Crit Chance | 100% |
| Speed | 6.3017809790294 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 120.52857142857 |
| Crit Chance | 100% |
| Speed | 6.3017809790294 |
Offense: Damage Bonus
| All | +6% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 72.8 (88.775678089168%) |
| Defense | 105.79344273782 |
| Ranged Defense | 106.12677607115 |
| Fatigue | 0 |
| Physical Save | 153.26932355335 |
| Spell Save | 142.87496641049 |
| Mental Save | 152.53036056992 |
Defense: Resistances
| All | + 44%( 80%) |
Defense: Immunities
| Stun Resistance | 69% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 10% |
| Disarm Resistance | 100% |
| Pinning Resistance | 95% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 639 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1080 damage for 8 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (630% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 63%, your defense is increased by 63 and all your resistances by 63%. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.40 |
| 17/5 |
| 16/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 16/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Reaping | 1.30 |
| 15/5 |
| 16/5 |
| 5/5 |
| 19/5 |
| Psionic / Solipsism | 1.30 |
| 4/5 |
| 4/5 |
| 6/5 |
| 9/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Shades | 1.30 |
| 5/5 |
| 1/5 |
| 15/5 |
| 6/5 |
| Spell / Necrotic minions | 1.30 |
| 18/5 |
| 3/5 |
| 3/5 |
| 8/5 |
| Spell / Nightfall | 1.30 |
| 18/5 |
| 3/5 |
| 1/5 |
| 19/5 |
| Celestial / Guidance | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 6/5 |
| Spell / Necrosis | 1.30 |
| 8/5 |
| 20/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 13/5 |
| 20/5 |
| 1/5 |
| 20/5 |
| Technique / Combat training | 1.60 |
| 20/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Night | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Shadow | 1.00 |
| 20/5 |
| 8/5 |
| 3/5 |
| 17/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Chant of Fortitude |
| talent | Stealth |
| talent | Celestial Aegis |
| talent | Temporal Hounds |
| talent | Spellcraft |
| talent | Premonition |
| talent | Beyond the Flesh |
| talent | Will o' the Wisp |
| talent | Blood of the Heavens |
| talent | Animus Hoarder |
| talent | Disciple of Dusk |
| talent | Quicken Spells |
| talent | Bone Shield |
| talent | Frostdusk |
| talent | Necrotic Aura |
| talent | Celestial Intervention |
| talent | Death Vortex |
| talent | Hymn of Detection |
| talent | River of Souls |
| detrimental effect | The target is on fire, taking 2625.14 fire damage per turn. Burning |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 84%. Cripple |
| beneficial effect | You are completely covered in shadows, converting up to 340% of all damage you do into darknes. Also you gain 34% increased darkness damage penetration and 85% increased darkness damage. Covered in shadows |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (25). Armor Corroded |
| beneficial effect | The target's spellpower has been increased by 120. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Reduces light damage received by 35%. Premonition Shield |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 7. Bloodlust |
| detrimental effect | This character's flames are feeding the source, healing them for 23 per turn and giving them 14 vim. Devouring flames |
| beneficial effect | The target consumed souls to gain new powers. 2 spells affected. Essence of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. * (2) Deliver an important message to a snow giant outfitter or a lonely ranger. (Locations: Caravan, Daikara, Old Forest). (3) delivered. * (4) Deliver an important message to an antiquities dealer. (Location: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
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 promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * 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: 2126. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed storm wyrm claw. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * You've found the needed multi-hued wyrm scale. | active |
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 find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * You returned the Vial of Molten Water to Explorer Merek. | 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 within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Mardudas the Glimmerwind (154% power, 6 apr, physical damage) Mardudas the Glimmerwind (154% power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Physical crit. chance: +16.0% Armour: +24 Defense: +24 Damage (Melee): 45 arcane Changes stats: +6 Mag / +10 Cun / +6 Con Changes resistances: +9% light Maximum wards: +3 cold / +6 physical / +3 arcane / +3 darkness Changes resistances penetration: +18% physical / +10% light / +15% cold / +15% arcane / +15% darkness Changes damage: +30% cold / +36% physical / +30% arcane / +30% darkness Talents granted: +1 Command Staff +10 Ward Critical mult.: +25.00% Physical save: +37 Spell save: +15 Mental save: +14 Stamina each turn: +0.20 Mana each turn: +0.35 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -20.00 life Maximum mana: +216.00 Maximum psi: +20.00 Maximum vim: +42.00 Maximum neg.energy: +50.00 Spellpower: +60 Spell crit. chance: +12% It can be used to conjure elemental energy in a radius 10 cone, dealing 224.63 - 269.55 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | Unradunakath the quiver of elven-wood arrows (151/151, 209% power, 30 apr) Unradunakath the quiver of elven-wood arrows (151/151, 209% power, 30 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 88.0 - 123.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +37.5% Capacity: 151 Turns elapse between self-loadings: 2 On weapon hit: * 69% chance to gain 10% of a turn * 27% chance to cause random gloom * Random elemental explosion * 25% chance to put talents on cooldown * 10% chance to crush the target * 20% chance to curse the target On weapon crit: * splashes the target with acid * cripple the target Travel speed: +1200% Damage (Ranged): +130 shocking sound / +17 darkness / +17 gravity / +17 acid / +44 insidious poison / +20 mind / +49 blight / +16 arcane / +12 temporal Burst (radius 1) on hit: +22 sound / +8 temporal Burst (radius 2) on crit: +12 temporal / +65 dazing sound / +8 mind When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
| On hands | hardened leather gloves 'Layytha' (0 def, 2 armour) hardened leather gloves 'Layytha' (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +28.0% Physical power: +14 Armour: +2 Damage (Melee): 11 darkness / 11 sound Changes stats: +9 Str / +4 Dex / +21 Mag / +12 Cun / +4 Con Changes resistances: +8% lightning / +18% darkness / +16% light / +12% mind / +16% sound Changes resistances penetration: +5% mind / +5% temporal Changes damage: +16% arcane / +8% darkness / +9% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +37.00% Physical save: +32 Spell save: +8 Mental save: +17 Disarm immunity: +35% Equilibrium when hit: +0.12 Spell crit. chance: +32% Mental crit. chance: +26% Light radius: +2 Infravision radius: +2 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Gabrewen the brass lantern Gabrewen the brass lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +7 Changes stats: +5 Cun / +4 Mag Changes resistances: +7% light / +7% blight / +6% fire / +7% darkness / +6% cold Changes resistances penetration: +7% all Changes damage: +7% darkness / +12% arcane / +7% sound Damage affinity(heal): +5% darkness / +5% sound Physical save: +6 Mental save: +18 Blindness immunity: +67% Cut immunity: +10% Confusion immunity: +26% Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum melody: +13.00 Spellpower: +11 Spell crit. chance: +4% Mindpower: +6 Mental crit. chance: +6% Light radius: +4 Infravision radius: +12 See stealth: +27 See invisible: +34 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 62 blight damage or heals 83 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | Flashspawn (2 def, 0 armour) Flashspawn (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +12 Mag / +21 Wil / +21 Cun / +14 Con Changes resistances: +38% lightning / +17% temporal / +6% light / +6% fire / +6% nature / +45% sound / +6% acid / +6% blight / +30% cold / +31% mind / +6% darkness Changes resistances penetration: +20% light / +10% fire Changes damage: +43% lightning / +9% temporal / +11% darkness / +28% fire / +30% sound / +31% acid / +10% physical / +11% light / +47% cold / +30% mind / +74% arcane Physical save: +11 Mental save: +29 Blindness immunity: +5% Confusion immunity: +10% Knockback immunity: +35% Life regen: +4.20 Mana each turn: +0.28 Maximum mana: +69.00 Maximum psi: +28.00 Maximum melody: +34.00 Spellpower: +4 Spell crit. chance: +4% Mindpower: +31 Mental crit. chance: +12% Damage Shield Power: +11% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On feet | pair of iron boots 'Cystwoe' (0 def, 14 armour) pair of iron boots 'Cystwoe' (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +14 Fatigue: -4% Damage when hit (Melee): 16 arcane Changes stats: +5 Str / +3 Dex / +2 Mag / +5 Wil / +5 Cun / +7 Con Changes resistances: +7% acid / +14% temporal / +14% darkness / +7% cold / +7% fire / +3% nature / +7% lightning Changes resistances penetration: +5% acid / +7% physical / +12% darkness / +12% temporal Changes damage: +3% acid / +6% physical Critical mult.: +5.00% Maximum encumbrance: +26 Physical save: +27 Spell save: +19 Mental save: +20 Maximum mana: +40.00 Lowers spell cool-downs by: 10% Infravision radius: +2 Defense after a teleport: +29 Resist all after a teleport: +18% New effects duration reduction after a teleport: +44% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 5.2 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 7 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Bleakbrace the voratun pickaxe (dig speed 1 turns) Bleakbrace the voratun pickaxe (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +29 Armour penetration: +14 Physical crit. chance: +27.0% Physical power: +20 Armour: +10 Defense: +16 Fatigue: -20% Damage when hit (Melee): 8 physical Changes stats: +40 Str / +4 Dex / +1 Mag / +19 Wil / +18 Cun / +8 Con Changes resistances: +19% physical / +21% darkness / +9% fire Changes resistances penetration: +15% arcane / +13% physical Changes damage: +6% blight / +27% fire / +30% mind / +6% darkness Damage affinity(heal): +15% darkness Critical mult.: +37.00% Reduces incoming crit damage: 10.00% Physical save: +20 Spell save: +29 Mental save: +30 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Maximum life: +80.00 Maximum stamina: +58.00 Mental crit. chance: +30% Light radius: +2 Infravision radius: +33 Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Balydor' stralite ring 'Balydor'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +32 Armour: +4 Defense: +30 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +17 Str / +8 Mag / +8 Wil / +17 Con / +30 Lck Changes resistances: +36% acid / +4% physical / +36% darkness / +6% blight / +5% arcane Changes damage: +18% darkness / +18% acid Spell save: +10 Disarm immunity: +43% Pinning immunity: +42% Knockback immunity: +49% Only die when reaching: -20.00 life Maximum life: +44.00 Spellpower: +26 Mindpower: +13 Reduce all damage from unseen attackers: 15% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 460% faster and gaining 10% chance to evade melee attacks for 2 game turns. When this effect ends you'll become invisible (power 56) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. |
| On fingers | stralite ring 'Balokan' stralite ring 'Balokan'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +43 Changes stats: +16 Str / +15 Mag / +17 Wil / +15 Cun / +22 Con Changes damage: +6% arcane / +6% mind / +6% all Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Spell save: +20 Mental save: +13 Blindness immunity: +44% Confusion immunity: +44% Spellpower: +49 Mindpower: +30 Infravision radius: +4 See stealth: +19 See invisible: +18 Rings can have magical properties. |
| Around neck | Forestrebel ForestrebelPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +24 Armour penetration: +20 Physical crit. chance: +15.0% Armour: +12 Defense: +18 Ranged Defense: +2 Fatigue: -12% Effects on melee hit: * Slows global speed by 30% Changes stats: +14 Dex / +11 Mag / +7 Wil / +14 Cun / +16 Con Changes resistances: +22% lightning / +21% temporal / +2% physical / +22% mind / +44% sound Changes resistances cap: +10% all Changes resistances penetration: +20% nature Changes damage: +6% light Talent masteries: +0.18 Technique / Archery prowess +0.18 Chronomancy / Matter Critical mult.: +46.00% Physical save: +81 Spell save: +38 Mental save: +69 Disease immunity: +10% Silence immunity: +75% Disarm immunity: +20% Confusion immunity: +72% Pinning immunity: +38% Stun/Freeze immunity: +34% Knockback immunity: +38% Life regen: +2.20 Stamina each turn: +2.10 Mana each turn: +0.40 Melody when hit: +3.50 Spellpower on spell critical (stacks up to 3 times): +5 Only die when reaching: -100.00 life Maximum mana: +44.00 Mindpower: +22 Light radius: +1 Movement speed: +20% Amulets can have magical properties. |
| In main hand | Rhuldir the Glarebraze (169% power, 4 apr, physical damage) Rhuldir the Glarebraze (169% power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 43.0 - 51.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 60% chance to blind Damage (Melee): +4 mind Burst (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * 25% chance to disease Damage (Melee): 76 fire Changes stats: +2 Str / +1 Dex / +19 Mag / +15 Wil / +7 Cun / +5 Con Changes resistances: +11% temporal / +11% darkness / +6% light Changes resistances penetration: +22% physical / +0% light / +0% temporal / +15% mind / +22% cold / +22% arcane / +22% darkness Changes damage: +27% physical / +43% darkness / -16% temporal / +43% cold / +43% arcane / -16% light Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +125.00% Physical save: +11 Spell save: +11 Mental save: +11 Mana each turn: +0.56 Vim when firing critical spell: +13.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +204.00 Maximum vim: +90.00 Maximum neg.energy: +37.00 Spellpower: +106 Spell crit. chance: +20% Mindpower: +4 Light radius: +1 See invisible: +41 Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +31% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Eilineremira the Toxinsage Eilineremira the ToxinsagePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 4 mind / 8 nature Changes stats: +10 Str / +5 Dex / +4 Mag / +9 Wil / +5 Cun / +5 Con Changes resistances: +16% lightning / +16% darkness / +6% arcane / +25% mind / +26% sound Changes resistances penetration: +5% mind / +5% nature Changes damage: +3% arcane / +6% mind Critical mult.: +11.00% Physical save: +34 Spell save: +15 Mental save: +45 Mana each turn: +0.35 Maximum life: +114.00 Maximum mana: +40.00 Spellpower: +7 Size category: +1 A belt that goes around your waist. |
| In off hand | Erelirerab (164% power, 6 apr, physical damage) Erelirerab (164% power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 38.0 - 45.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +16 blight When wielded/worn: Accuracy: +15 Physical crit. chance: +25.0% Physical power: +15 Defense: +38 Effects on melee hit: * 20% chance to disease Damage (Melee): 35 fire / 24 % chance of confusion Damage when hit (Melee): 4 physical Changes stats: +8 Mag / +9 Wil / +2 Cun / +1 Con Changes resistances: +1% physical Changes resistances penetration: +19% darkness / -4% temporal Changes damage: +38% darkness / -8% temporal Talent granted: +1 Command Staff Critical mult.: +71.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.40 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum life: +40.00 Maximum mana: +198.00 Maximum stamina: +10.00 Maximum vim: +40.00 Spellpower: +67 Spell crit. chance: +12% See invisible: +20 Damage Shield penetration: +88% It can be used to project a bolt from the staff (to range 10) dealing 238.42 - 286.11 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Jetpain the linen cloak (21 def, 18 armour) Jetpain the linen cloak (21 def, 18 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +22 Armour penetration: +22 Armour: +18 Defense: +21 Changes stats: +6 Str / +8 Dex / +5 Mag / +8 Wil / +11 Cun / +8 Con Changes resistances: +24% lightning / +34% darkness / +13% light / +28% cold / +13% fire / +12% mind / +40% sound Changes resistances penetration: +8% darkness Changes damage: +12% darkness Talent mastery: +0.30 Technique / Combat training Critical mult.: +24.00% Stealth bonus: +23 Physical save: +55 Spell save: +6 Mental save: +40 Blindness immunity: +15% Poison immunity: +30% Disease immunity: +10% Disarm immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +15% Stamina each turn: +0.60 Mana each turn: -0.20 Only die when reaching: -50.00 life Maximum life: +104.00 Maximum mana: +48.00 Spell crit. chance: +5% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Pusrigor (3 def, 0 armour) Pusrigor (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +1 Physical crit. chance: +9.0% Defense: +3 Damage when hit (Melee): 20 physical Changes stats: +7 Str / +6 Mag / +11 Wil / +29 Cun / +12 Con Changes resistances: +64% lightning / +64% light / +11% fire / +33% nature / +122% sound / +27% acid / +1% physical / +28% blight / +11% cold / +87% mind / +11% darkness Changes resistances penetration: +32% physical / +27% darkness / +15% nature Changes damage: +18% acid / +32% physical / +68% darkness / +17% light / +44% nature / +51% mind / +47% sound Critical mult.: +36.00% Physical save: +165 Spell save: +73 Mental save: +107 Poison immunity: +44% Disease immunity: +40% Silence immunity: +44% Life regen: +5.10 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +9.00 Maximum life: +88.00 Maximum hate: +26.00 Maximum melody: +65.00 Spellpower: +26 Spell crit. chance: +9% Mindpower: +39 Mental crit. chance: +28% Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Charjam the stralite amulet Charjam the stralite amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +15 Armour: +5 Defense: +11 Fatigue: -18% Changes stats: +30 Str / +36 Dex / +15 Mag / +19 Wil / +9 Cun / +9 Con Changes resistances: +15% acid / +23% light / +26% darkness Changes resistances cap: +6% all Changes damage: +8% temporal / +8% light / +8% darkness / +22% blight / +18% fire / +9% arcane / +16% physical Talent mastery: +0.27 Cursed / Gloom Critical mult.: +18.00% Reduces incoming crit damage: 10.00% Physical save: +151 Spell save: +93 Mental save: +110 Blindness immunity: +77% Confusion immunity: +42% Life regen: +5.10 Stamina each turn: +1.30 Mana each turn: +0.77 Spellpower on spell critical (stacks up to 3 times): +11 Only die when reaching: -40.00 life Maximum mana: +91.00 Spellpower: +19 Spell crit. chance: +6% Mindpower: +26 Infravision radius: +7 Sight radius: +2 See invisible: +13 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Talisman of Spirits Talisman of SpiritsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Poison immunity: +20% Disease immunity: +20% Cut immunity: +20% Maximum life: +50.00 Healing mod.: +20% Will bring you back from death, but only once! It can be used to activate talent Heal (costing 28 power out of 28/28) : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 670 life. The life healed will increase with your Mindpower. The beads of this necklace store the wisdom and spiritual power of its former possessor. By drawing on its power, its current possessor may return from the lands of the death to the living once. |
This item will automatically be transmogrified when you leave the level. glacial stralite battleaxe (169% power, 3 apr)glacial stralite battleaxe (169% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +35 ice When wielded/worn: Armour: +19 Changes resistances penetration: +13% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. sonic voratun battleaxe of massacre (199% power, 25 apr)sonic voratun battleaxe of massacre (199% power, 25 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 sound When wielded/worn: Changes resistances: +21% sound Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blazebringer's iron dagger of ruin (129% power, 5 apr)blazebringer's iron dagger of ruin (129% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +7 fire When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Changes resistances penetration: +6% fire Critical mult.: +10.00% Global speed: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger of shearing (150% power, 9 apr)plaguebringer's stralite dagger of shearing (150% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease Damage (Melee): +11 blight When wielded/worn: Armour penetration: +11 Changes resistances penetration: +11% physical Changes damage: +11% physical Disease immunity: +21% Sharp, short and deadly. |
Trunk of the Tranquil (199% power, 10 apr) Trunk of the Tranquil (199% power, 10 apr)Requires: - Strength 42 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 75.0 - 112.5 Uses stats: 75% Wil, 75% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target When wielded/worn: Changes damage: +15% mind Talent mastery: +0.30 Psionic / Psi-fighting Talent cooldown: Telekinetic Smash (-2 turns) Mental save: +20 Confusion immunity: +30% A rune engraved black trunk of oak. A troll of great wisdom once formulated: The fastest way to enlightenment is a hard hit on the nut. The Trunk of the Tranquil serves this purpose more than just well. However, handling it in combat requires more than just raw strength. |
This item will automatically be transmogrified when you leave the level. mitotic pulsing mindstar of flames (108% power, 32 apr, nature damage)mitotic pulsing mindstar of flames (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +14.5% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 9% chance to corrode armour When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +17% fire Changes resistances penetration: +15% fire Changes damage: +16% fire Mindpower: +8 Mental crit. chance: +4% Global speed: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
This item will automatically be transmogrified when you leave the level. Fogguile the elven-wood magestaff (148% power, 5 apr, physical damage)Fogguile the elven-wood magestaff (148% power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 darkness When wielded/worn: Armour: +11 Defense: +65 Effects on melee hit: * 45% chance to inflict damage reduction * 17% chance to disease * 13% chance to blind Damage (Melee): 22 % chance of confusion / 58 fire Changes stats: +5 Wil / +5 Mag Changes resistances: +6% lightning / +13% temporal / +22% darkness / +4% blight / +12% fire / +4% arcane Maximum wards: +3 blight / +3 fire / +3 arcane Changes resistances penetration: +4% blight / +12% fire / +4% arcane Changes damage: +9% blight / +25% fire / +9% arcane Talents granted: +1 Command Staff +4 Ward Critical mult.: +62.00% Mana each turn: +0.66 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +28 Maximum mana: +196.00 Maximum vim: +34.00 Spellpower: +111 Spell crit. chance: +59% Light radius: +5 See invisible: +28 Damage Shield penetration: +84% Defense after a teleport: +29 Resist all after a teleport: +21% New effects duration reduction after a teleport: +36% It can be used to project a bolt from the staff (to range 9) dealing 215.37 - 258.45 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour (3 def, 6 armour)enlightening hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +7 Cun / +6 Wil Mental save: +19 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Murkvagrant (30 def, 44 armour)Murkvagrant (30 def, 44 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +14 Armour: +44 Defense: +30 Fatigue: +16% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 28 physical / 8 light / 20 darkness Changes stats: +34 Str / +6 Mag / +26 Wil / +25 Cun Changes resistances: +39% acid / +45% physical / +73% darkness / +18% blight / +30% fire / +58% cold / +44% lightning Changes resistances penetration: +15% light Changes damage: +6% mind / +6% physical Allows you to breathe in: water Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Physical save: +24 Mental save: +115 Spellpower: +16 Spell crit. chance: +6% Mindpower: +24 Mental crit. chance: +7% Light radius: +9 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 67 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Chyrig the Stormglory (21/302, 173% power, 32 apr)Chyrig the Stormglory (21/302, 173% power, 32 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 47.0 - 65.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +32 Physical crit. chance: +45.0% Capacity: 302 Turns elapse between self-loadings: 0 On weapon hit: * 10% chance to crush the target * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid * wounds the target * cripple the target Travel speed: +1200% Damage (Ranged): +40 lightning / +51 physical / +8 temporal / +28 shocking sound / +8 gravity / +8 bleed / +44 mind / +7 acid Burst (radius 1) on hit: +36 lightning / +8 mind Burst (radius 2) on crit: +14 dazing sound / +19 lightning Arrows are used with bows to pierce your foes to death. |
3 agate 3 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% Gems can be sold for money or used in arcane rituals. |
815 alchemist agate 815 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
3 opal 3 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% Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Wil / +4 Mag Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Teardrop of the Elder Treant Teardrop of the Elder Treant0.00 Encumbrance. [Unique] Type: misc / misc When carried: Life regen: +1.00 Maximum life: +50.00 Healing mod.: +10% This marvellous green gem conserves great natural powers. For centuries, it had been kept safe by the Covenant of Winterhill. |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Splinter of Infinity Treasure Map: Splinter of Infinity0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to the entrance of an ancient underground complex, reachable from within a ruined dungeon. (*USE* it while being inside a ruined dungeon. Warning: This location is very deadly. The Entrance is heavily guarded.) |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1896.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst 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 Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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) Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Uniques)
Found the mysterious staff and told Last Hope about it.By Silky the Shadow Adventurer level 186
44th Haze 122nd year of Ascendancy at 16:46 see stats
Against all odds (Uniques)
Killed Ukruk in the ambush.By Silky the Shadow Adventurer level 184
41st Haze 122nd year of Ascendancy at 08:01 see stats
Anti-Antimagic! (Uniques)
Destroyed the Ziguranth camp with your Rhaloren allies.By Silky the Shadow Adventurer level 200
3rd Regrowth 123rd year of Ascendancy at 16:40 see stats
Arachnophobia (Uniques)
Destroyed the spydric menace.By Silky the Shadow Adventurer level 200
72nd Haze 122nd year of Ascendancy at 12:57 see stats
Are you out of your mind?! (Uniques)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Silky the Shadow Adventurer level 200
76th Haze 122nd year of Ascendancy at 20:06 see stats
Brave new world (Uniques)
Went to the Far East and took part in the war.By Silky the Shadow Adventurer level 200
56th Haze 122nd year of Ascendancy at 16:02 see stats
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By Silky the Shadow Adventurer level 200
57th Haze 122nd year of Ascendancy at 08:46 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Silky the Shadow Adventurer level 200
35th Regrowth 123rd year of Ascendancy at 08:37 see stats
Destroyer's bane (Uniques)
Killed Golbug the Destroyer.By Silky the Shadow Adventurer level 200
53rd Haze 122nd year of Ascendancy at 10:05 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By Silky the Shadow Adventurer level 140
33rd Haze 122nd year of Ascendancy at 19:15 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Silky the Shadow Adventurer level 86
68th Dusk 122nd year of Ascendancy at 03:08 see stats
Fast Curse Dispel (Uniques)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Silky the Shadow Adventurer level 200
35th Regrowth 123rd year of Ascendancy at 08:37 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Silky the Shadow Adventurer level 82
56th Dusk 122nd year of Ascendancy at 02:56 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Silky the Shadow Adventurer level 31
5th Dusk 122nd year of Ascendancy at 00:54 see stats
I cleared the room of death and all I got was this lousy achievement! (Uniques)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Silky the Shadow Adventurer level 200
76th Haze 122nd year of Ascendancy at 22:59 see stats
Level 10 (Uniques)
Got a character to level 10.By Silky the Shadow Adventurer level 10
1st Flare 122nd year of Ascendancy at 22:43 see stats
Level 20 (Uniques)
Got a character to level 20.By Silky the Shadow Adventurer level 20
7th Flare 122nd year of Ascendancy at 03:22 see stats
Level 30 (Uniques)
Got a character to level 30.By Silky the Shadow Adventurer level 30
3rd Dusk 122nd year of Ascendancy at 14:30 see stats
Level 40 (Uniques)
Got a character to level 40.By Silky the Shadow Adventurer level 40
37th Dusk 122nd year of Ascendancy at 21:46 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Silky the Shadow Adventurer level 91
5th Haze 122nd year of Ascendancy at 15:52 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Silky the Shadow Adventurer level 200
12nd Regrowth 123rd year of Ascendancy at 19:25 see stats
Shasshhiy'Kaish (Uniques)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Silky the Shadow Adventurer level 46
39th Dusk 122nd year of Ascendancy at 19:40 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Silky the Shadow Adventurer level 65
52nd Dusk 122nd year of Ascendancy at 02:28 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Silky the Shadow Adventurer level 32
25th Dusk 122nd year of Ascendancy at 12:45 see stats
Sliders (Uniques)
Activated a portal using the Orb of Many Ways.By Silky the Shadow Adventurer level 200
53rd Haze 122nd year of Ascendancy at 14:12 see stats
Take you with me (Uniques)
Killed a boss while already dead.By Silky the Shadow Adventurer level 200
56th Haze 122nd year of Ascendancy at 18:17 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By Silky the Shadow Adventurer level 9
1st Flare 122nd year of Ascendancy at 16:56 see stats
The Arena (Uniques)
Unlocked Arena mode.By Silky the Shadow Adventurer level 8
2nd Summertide 122nd year of Ascendancy at 23:30 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Silky the Shadow Adventurer level 78
55th Dusk 122nd year of Ascendancy at 11:09 see stats
The secret city (Uniques)
Discovered the truth about mages.By Silky the Shadow Adventurer level 97
17th Haze 122nd year of Ascendancy at 13:25 see stats
There and back again (Uniques)
Opened a portal to Maj'Eyal from the Far East.By Silky the Shadow Adventurer level 200
8th Allure 123rd year of Ascendancy at 17:17 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Silky the Shadow Adventurer level 86
70th Dusk 122nd year of Ascendancy at 18:22 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Silky the Shadow Adventurer level 43
38th Dusk 122nd year of Ascendancy at 16:18 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Silky the Shadow Adventurer level 174
40th Haze 122nd year of Ascendancy at 09:25 see stats
Log
Silky's mind surges with critical power!
Lava floor heals Ittarosm the dwarf!
Ittarosm the dwarf casts Ambuscade.
Shadow of Ittarosm the dwarf deactivates Shadow Combat.
Shadow of Ittarosm the dwarf deactivates Blur Sight.
Shadow of Ittarosm the dwarf deactivates Flame of Urh'Rok.
Shadow of Ittarosm the dwarf deactivates Momentum.
Shadow of Ittarosm the dwarf deactivates Shadow Feed.
Shadow of Ittarosm the dwarf deactivates Probability Travel.
Shadow of Ittarosm the dwarf deactivates Precision.
Shadow of Ittarosm the dwarf deactivates Precise Strikes.
Shadow of Ittarosm the dwarf deactivates Fearscape.
Shadow of Ittarosm the dwarf deactivates Invisibility.
Silky's spell attains critical power!
Silky's spell attains critical power!
Ittarosm the dwarf evades Silky.
Silky's spell attains critical power!
Ittarosm the dwarf shrugs off the critical damage!
Silky converts some damage to Psi!
Silky HEALS from darkness damage!
Silky mentally dismisses some damage!
Burning from Ittarosm the dwarf hits Silky for 28 to psi, 104 fire (132 total damage).
Ittarosm the dwarf hits Silky for (62 dismissed), 0 to psi, 2 physical, (0 dismissed), 0 to psi, 0 mind, (2 dismissed), 0 to psi, 0 acid, (2 dismissed), 0 to psi, 0 fire, (15 dismissed), 0 to psi, 0 darkness, 82 healing (85 psi heal), (23 dismissed), 0 to psi, 1 fire, (30 dismissed), 0 to psi, 1 fire, 20 to psi, 76 physical, , (2 dismissed), 0 to psi, 0 acid, (2 dismissed), 0 to psi, 0 fire, (15 dismissed), 0 to psi, 0 darkness, 82 healing (85 psi heal), (8 dismissed), 0 to psi, 0 fire (102 total damage) [333 healing].
Ittarosm the dwarf hits Ittarosm the dwarf for 744 healing, 122731 healing, 744 healing (0 total damage) [124219 healing].
Ittarosm the dwarf hits Temporal hound for 119 fire damage.
Ittarosm the dwarf receives 23 healing from Devouring flames from Ittarosm the dwarf.
Hymn of Detection hits Ittarosm the dwarf for 196 darkness damage.
Silky hits Ittarosm the dwarf for 45 darkness, 175 darkness, 56 darkness, 224 darkness, 56 darkness, 112 darkness, 14 darkness, 45 darkness, 175 darkness, 56 darkness, 224 darkness, 56 darkness, 112 darkness, 14 darkness, 1049 darkness, 309 darkness, 1049 darkness, 309 darkness (4078 total damage).
Silky hits Something for 220 darkness, 573 darkness, 1947 darkness, 573 darkness (3311 total damage).
Saving game...
