




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Disable Challenge 1.7.6Disable Pacifist and Headhunter challenges. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Very Crafty Hands 1.7.4Changes the Crafty Hands prodigy to allow imbuing into any item. This is probably not balanced at all and just exists as a proof of concept. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Stats uncapper for Infinite Dungeon 1.7.4 Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Berserker gets thuggery 1.7.6Berserker starts with the thuggery category. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Long Range Slings 1.7.6Makes all sling ranges longer. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. No Talent Stat Requirements 1.7.6Removes talent stat requirements Steel Monk Evolution for Brawler (Cider Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Male |
Race | Battleborn |
Class | White Monk (Way of the Flying Arrow) |
Level / Exp | 174 / 19% |
Size | big |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 3 on the 75th Pyre 122nd year of Ascendancy at 18:41 / 34Killed by Forest Troll Hedge-Wizard at level 3 on the 75th Pyre 122nd year of Ascendancy at 19:30 Killed by Forest Troll Hedge-Wizard at level 4 on the 75th Pyre 122nd year of Ascendancy at 20:00 Killed by Forest Troll Hedge-Wizard at level 4 on the 75th Pyre 122nd year of Ascendancy at 20:31 Killed by Forest Troll Hedge-Wizard at level 4 on the 75th Pyre 122nd year of Ascendancy at 21:07 Killed by Forest Troll Hedge-Wizard at level 4 on the 75th Pyre 122nd year of Ascendancy at 22:50 Killed by Eilinavena the green mold at level 14 on the 78th Pyre 122nd year of Ascendancy at 21:27 Killed by Eilinavena the green mold at level 14 on the 78th Pyre 122nd year of Ascendancy at 22:34 Killed by Eilinavena the green mold at level 14 on the 78th Pyre 122nd year of Ascendancy at 23:33 Killed by Betilaith the skeleton warrior at level 20 on the 1st Mirth 122nd year of Ascendancy at 23:14 Killed by Arytha the multi-hued drake hatchling at level 20 on the 1st Mirth 122nd year of Ascendancy at 23:37 Killed by Arodaba the large brown snake at level 22 on the 6th Mirth 122nd year of Ascendancy at 12:58 Killed by Arodaba the large brown snake at level 22 on the 6th Mirth 122nd year of Ascendancy at 14:05 Killed by Arodaba the large brown snake at level 22 on the 6th Mirth 122nd year of Ascendancy at 14:32 Killed by Arodaba the large brown snake at level 22 on the 6th Mirth 122nd year of Ascendancy at 15:02 Killed by black jelly at level 28 on the 2nd Summertide 122nd year of Ascendancy at 02:53 Killed by Ivonne the bandit lord at level 33 on the 3rd Summertide 122nd year of Ascendancy at 17:53 Killed by Ivonne the bandit lord at level 33 on the 3rd Summertide 122nd year of Ascendancy at 19:04 Killed by Dolaor the onilug at level 37 on the 5th Flare 122nd year of Ascendancy at 19:57 Killed by Isoyavena the rattlesnake at level 71 on the 18th Dusk 122nd year of Ascendancy at 08:17 Killed by Isoyavena the rattlesnake at level 71 on the 18th Dusk 122nd year of Ascendancy at 08:19 Killed by Isoyavena the rattlesnake at level 71 on the 18th Dusk 122nd year of Ascendancy at 08:37 Killed by Aeroldanor the large brown snake at level 72 on the 18th Dusk 122nd year of Ascendancy at 09:09 Killed by brucelee at level 112 on the 43rd Dusk 122nd year of Ascendancy at 20:30 Killed by brucelee at level 113 on the 43rd Dusk 122nd year of Ascendancy at 22:17 Killed by Layyra the orc soldier at level 126 on the 54th Dusk 122nd year of Ascendancy at 04:27 Killed by Layyra the orc soldier at level 126 on the 54th Dusk 122nd year of Ascendancy at 04:51 Killed by orc necromancer at level 146 on the 77th Dusk 122nd year of Ascendancy at 21:18 Killed by armoured skeleton warrior at level 146 on the 77th Dusk 122nd year of Ascendancy at 21:37 Killed by Lord of Skulls (warrior) at level 146 on the 77th Dusk 122nd year of Ascendancy at 21:54 Killed by armoured skeleton warrior at level 146 on the 77th Dusk 122nd year of Ascendancy at 22:11 Killed by Emeluvena the orc necromancer at level 146 on the 77th Dusk 122nd year of Ascendancy at 22:34 Killed by armoured skeleton warrior at level 146 on the 77th Dusk 122nd year of Ascendancy at 23:07 Killed by Belyrelle the orc necromancer at level 146 on the 78th Dusk 122nd year of Ascendancy at 00:39 |
Primary Stats
Strength | 660 (base 184) |
Dexterity | 339 (base 184) |
Constitution | 636 (base 184) |
Magic | 167 (base 159) |
Willpower | 169 (base 167) |
Cunning | 202 (base 184) |
Resources
Mana | 1933/1933 |
Equilibrium | 4 |
Life | 13826/13826 |
Paradox | 300 |
Stamina | 829/829 |
Hate | 53/100 |
Healing Factor | 2.2727932279417 |
Regeneration | 61.390786649957 |
Speed
Mental | +199.07221199156% |
Attack | 0% |
Movement | +181.80783043725% |
Spell | 0% |
Global | +155.34066255414% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 20 |
See Stealth | 38.186449898894 |
See Invisible | 38.186449898894 |
Offense: Barehand
Damage | 428 |
Accuracy | 130 |
Crit Chance | 399% |
APR | 276 |
Speed | 0.27 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 144 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Cold | +52% |
Fire | +53% |
All | +42% |
Offense: Damage Penetration
Physical | +359% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 499.71428571429 (100%) |
Defense | 146 |
Ranged Defense | 146 |
Fatigue | 0 |
Physical Save | 151 |
Spell Save | 106 |
Mental Save | 108 |
Defense: Resistances
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +179%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 88% |
Silence Resistance | 88% |
Instadeath Resistance | 100% |
Knockback Resistance | 78% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery - bows | 8.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Finishing moves | 8.20 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Munitions | 8.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Technique / Martial Arts | 8.50 |
| 16/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Superiority | 8.20 |
| 2/5 |
| 15/5 |
| 2/5 |
| 15/5 |
Technique / Sniper | 8.20 |
| 15/5 |
| 15/5 |
| 12/5 |
| 12/5 |
Cursed / Rampage | 2.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Wild-gift / Sand drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 8.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Technique / Archery excellence | 8.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Technique / Pugilism | 8.20 |
| 16/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Mending | 8.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 9.70 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Chronomancy / Bow Threading | 2.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Archery prowess | 8.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Technique / Agile Combatant | 8.50 |
| 1/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Throwing knives | 8.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Technique / Marksmanship | 8.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Generic Talents
Cunning / Survival | 1.80 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Unarmed training | 8.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Undead / Ghoul | 2.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Combat training | 8.50 |
| 17/5 |
| 11/5 |
| 17/5 |
| 17/5 |
| 10/5 |
| 10/5 |
| 35/5 |
Technique / Conditioning | 8.50 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Thuggery | 4.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Fending | 8.50 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Lethality | 1.80 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Stone alchemy | 1.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cursed / Dark sustenance | 1.40 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Race / Battleborn | 2.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Scoundrel | 1.40 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Undead / Skeleton | 3.80 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Total Thuggery |
talent | Shattering Impact |
talent | Blade Flurry |
talent | Piercing Ammunition |
talent | Onslaught |
talent | Measured Blows |
talent | Striking Stance |
beneficial effect | Has 23 throwing knives prepared: 23 KnivesRange: 9 Net Damage: 1148 - 1607 Accuracy: 147 (knife) APR: 340 Crit Chance: +533% Crit mult: 522% Uses Stats: 40% Wil, 50% Cun, 70% Dex |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * 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: 4358. | 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. | 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 |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1368 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 935 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 935 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +4.0% Defense: +35 (+4 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Changes resistances: +15% temporal Changes resistances penetration: +20% physical Changes damage: +15% temporal Blindness immunity: +14% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +26 Defense: +51 (+6 eff.) Damage when hit (Melee): 12 mind Changes resistances: +27% lightning / +29% temporal Changes damage: +24% nature Disease immunity: +34% Cut immunity: +34% Pinning immunity: +44% Stun/Freeze immunity: +34% Knockback immunity: +50% Life regen: +6.81 Only die when reaching: -136.24 life Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+2 eff.) Armour: +2 Fatigue: -8% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 arcane Changes stats: +10 Cun / +8 Wil Changes resistances: +7% physical Changes damage: +6% temporal Maximum encumbrance: +40 Disarm immunity: +47% Pinning immunity: +45% Knockback immunity: +28% Maximum life: +50.00 Mindpower: +9 (+1 eff.) See invisible: +6 Rings make your fingers look great! |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +11 Damage (Ranged): +33 lightning When wielded/worn: Armour: +14 Ammo reloads per turn: +6 Changes stats: +12 Con Changes resistances: +13% acid / +15% darkness / +15% lightning / +18% blight / +15% fire / +17% cold / +9% all Changes resistances penetration: +42% mind Spell save: +15 (+2 eff.) Mindpower: +35 (+4 eff.) Healing mod.: +33% Slings are used to hurl stones or metal shots at your foes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 7 power out of 30/30) : Effective talent level: 5.5 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 4 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 6 acid / 12 cold / 10 blight Changes stats: +6 Mag / +7 Wil Changes resistances: +7% arcane / +15% acid Changes damage: +21% darkness / +27% cold Maximum encumbrance: +41 Spell save: +18 (+3 eff.) Maximum mana: +120.00 Damage Shield penetration: +43% A belt that goes around your waist. |
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![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Changes stats: +6 Lck / +4 Dex Changes resistances: +9% mind / +6% cold Stealth bonus: +5 Stun/Freeze immunity: +20% Life regen: +4.00 A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +65 (+8 eff.) Effects on melee hit: * 63% chance to reduce all saves and defense by 62 Damage (Melee): 14 nature Damage when hit (Melee): 20 mind Changes resistances: +39% acid / +13% physical / +27% cold / +46% nature / +15% arcane Changes resistances penetration: +65% acid / +65% cold Changes damage: +11% nature / +57% cold Spell save: +30 (+5 eff.) Cut immunity: +63% Disarm immunity: +63% Maximum life: +318.75 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +14 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Changes stats: +9 Wil Changes resistances: +15% cold / +24% light / +18% darkness Changes damage: +16% light / +27% blight Critical mult.: +25.00% Reduces incoming crit damage: 20.00% Poison immunity: +28% Maximum vim: +72.11 Spellpower: +25 (+7 eff.) A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +7 (+0 eff.) Fatigue: +3% Effects on melee hit: * 26% chance to reduce armor by 41% * 26% chance to reduce damage dealt by 49% Changes resistances: +12% acid / +18% blight / +21% nature / +5% all Physical save: +11 (+2 eff.) Mental save: +12 (+2 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +26% Teleport immunity: +26% A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +26 (+3 eff.) Fatigue: +8% Changes stats: +9 Dex Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +26 (+3 eff.) Fatigue: +8% Changes stats: +6 Dex Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Changes resistances: +20% light / +18% darkness Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +12 Defense: +18 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+4 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 6 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +41 Fatigue: +8% Changes stats: +7 Con Changes resistances: +13% acid / +13% fire / +3% nature / +25% cold / +19% mind / +22% lightning Changes damage: +6% physical / +9% cold Talent granted: +1 Block Physical save: +12 (+2 eff.) Spell save: +6 (+1 eff.) Maximum life: +180.00 Infravision radius: +2 Handheld deflection devices. |
![]() Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 163.40 to 204.25 light damage (based on Willpower and Cunning) Activation costs 3 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Mag, 65% Wil, 95% Dex Damage type: Temporal darkness Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +14 Defense: +31 (+3 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Str Changes resistances: +3% acid / +20% physical / +9% cold / +6% mind / +12% nature Changes damage: +15% mind / +23% fire Mental save: +15 (+2 eff.) Silence immunity: +20% Knockback immunity: +10% Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+0 eff.) Changes stats: +1 Str / +3 Mag / +1 Wil / +2 Cun Changes resistances: +6% fire Light radius: +3 Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+1 eff.) Changes stats: +3 Str Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Damage when hit (Melee): 12 mind Changes stats: +6 Wil / +6 Cun / +8 Con Changes resistances: +27% light Changes damage: +42% cold / +15% mind / +33% arcane Critical mult.: +35.00% Physical save: +24 (+3 eff.) Stamina each turn: +6.38 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 18 power out of 150/150) : Effective talent level: 5.5 Power cost: 18 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 61.25 cold damage and 57.23 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +18% acid / +42% cold / +24% mind Changes resistances penetration: +40% acid / +47% cold Changes damage: +51% acid / +30% fire / +45% mind Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 9 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 5 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 3 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 45 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1234.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 6 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 78.0 - 93.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +33.0% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 62 * 25% chance for lightning to strike from the target to a second target dealing 115 damage On weapon crit: * Wound the target dealing 497 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +12 darkness / +20 mind / +12 light Damage (radius 1) on hit: +24 light / +8 darkness Damage (radius 2) on crit: +16 light / +16 temporal Shots are used with slings to pummel your foes to death. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 94% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 12 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 7 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By brucelee the Battleborn White Monk level 93
32nd Dusk 122nd year of Ascendancy at 17:01 see stats
By brucelee the Battleborn White Monk level 114
44th Dusk 122nd year of Ascendancy at 00:51 see stats
By brucelee the Battleborn White Monk level 92
31st Dusk 122nd year of Ascendancy at 04:17 see stats
By brucelee the Battleborn White Monk level 103
43rd Dusk 122nd year of Ascendancy at 05:21 see stats
By brucelee the Battleborn White Monk level 100
39th Dusk 122nd year of Ascendancy at 16:55 see stats
By brucelee the Battleborn White Monk level 66
17th Dusk 122nd year of Ascendancy at 07:24 see stats
By brucelee the Battleborn White Monk level 145
77th Dusk 122nd year of Ascendancy at 05:47 see stats
By brucelee the Battleborn White Monk level 97
37th Dusk 122nd year of Ascendancy at 05:23 see stats
By brucelee the Battleborn White Monk level 73
18th Dusk 122nd year of Ascendancy at 15:07 see stats
By brucelee the Battleborn White Monk level 51
9th Flare 122nd year of Ascendancy at 06:50 see stats
By brucelee the Battleborn White Monk level 77
18th Dusk 122nd year of Ascendancy at 21:59 see stats
By brucelee the Battleborn White Monk level 167
6th Haze 122nd year of Ascendancy at 11:04 see stats
By brucelee the Battleborn White Monk level 143
76th Dusk 122nd year of Ascendancy at 18:24 see stats
By brucelee the Battleborn White Monk level 92
31st Dusk 122nd year of Ascendancy at 02:21 see stats
By brucelee the Battleborn White Monk level 70
18th Dusk 122nd year of Ascendancy at 06:46 see stats
By brucelee the Battleborn White Monk level 106
43rd Dusk 122nd year of Ascendancy at 05:26 see stats
By brucelee the Battleborn White Monk level 10
77th Pyre 122nd year of Ascendancy at 04:16 see stats
By brucelee the Battleborn White Monk level 20
1st Mirth 122nd year of Ascendancy at 17:05 see stats
By brucelee the Battleborn White Monk level 30
2nd Summertide 122nd year of Ascendancy at 17:38 see stats
By brucelee the Battleborn White Monk level 40
5th Flare 122nd year of Ascendancy at 23:37 see stats
By brucelee the Battleborn White Monk level 50
8th Flare 122nd year of Ascendancy at 23:39 see stats
By brucelee the Battleborn White Monk level 51
9th Flare 122nd year of Ascendancy at 07:12 see stats
By brucelee the Battleborn White Monk level 165
6th Haze 122nd year of Ascendancy at 00:02 see stats
By brucelee the Battleborn White Monk level 35
1st Flare 122nd year of Ascendancy at 05:54 see stats
By brucelee the Battleborn White Monk level 130
56th Dusk 122nd year of Ascendancy at 02:18 see stats
By brucelee the Battleborn White Monk level 64
6th Dusk 122nd year of Ascendancy at 20:40 see stats
By brucelee the Battleborn White Monk level 46
6th Flare 122nd year of Ascendancy at 17:43 see stats
By brucelee the Battleborn White Monk level 27
1st Summertide 122nd year of Ascendancy at 22:10 see stats
By brucelee the Battleborn White Monk level 17
1st Mirth 122nd year of Ascendancy at 00:35 see stats
By brucelee the Battleborn White Monk level 99
37th Dusk 122nd year of Ascendancy at 07:06 see stats
By brucelee the Battleborn White Monk level 146
3rd Haze 122nd year of Ascendancy at 04:30 see stats
By brucelee the Battleborn White Monk level 14
78th Pyre 122nd year of Ascendancy at 11:18 see stats
By brucelee the Battleborn White Monk level 165
6th Haze 122nd year of Ascendancy at 01:45 see stats
By brucelee the Battleborn White Monk level 35
1st Flare 122nd year of Ascendancy at 05:25 see stats
By brucelee the Battleborn White Monk level 145
77th Dusk 122nd year of Ascendancy at 05:47 see stats
By brucelee the Battleborn White Monk level 36
1st Flare 122nd year of Ascendancy at 12:11 see stats
By brucelee the Battleborn White Monk level 22
6th Mirth 122nd year of Ascendancy at 12:41 see stats
By brucelee the Battleborn White Monk level 89
30th Dusk 122nd year of Ascendancy at 14:32 see stats
Log
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Butterfly Kick skipped: cooldown too low (0).
You transfer Amarig the Woestar (6 def, 14 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Butterfly Kick skipped: cooldown too low (0).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Butterfly Kick skipped: cooldown too low (0).
You transfer Emunn the Blindwire (40 def, 17 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Butterfly Kick skipped: cooldown too low (0).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Butterfly Kick skipped: cooldown too low (0).
Automatic use of talent Air Render skipped: cooldown too low (1).
Automatic use of talent Butterfly Kick skipped: cooldown too low (0).
You transfer Salamira the pair of drakeskin leather boots (5 def, 22 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.