










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Hotkeys Toolbar Scroll Lock 1.7.0Adds new game option "UI | Scroll hotkeys toolbar with scroll wheel", which can be disabled to prevent the scroll wheel or other scrolling input mechanisms from affecting the hotkeys toolbar. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official 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:
Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Items Vault 1.7.6Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Meteor is a spell and mindpower 1.7.6Meteor is a spell and mindpower, making it benefit from cd reductions from those! Improved Adventurer 1.7.2Allows 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Steamsaws now work with shield egos 1.7.4Steamsaws now work with shield egos. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 50 / 2798% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 38 on the 27th Regrowth 124th year of Ascendancy at 10:47 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 27 (base 16) |
Dexterity | 51 (base 37) |
Constitution | 88 (base 64) |
Magic | 21 (base 7) |
Willpower | 144.8 (base 61) |
Cunning | 118.8 (base 61) |
Resources
Life | 1153/1153 |
Equilibrium | 137 |
Psi | 704/704 |
Healing Factor | 1.6338787563804 |
Regeneration | 45.420641161394 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +176.41028527798% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 47.997068617286 |
See Invisible | 47.997068617286 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 109 |
Accuracy | 71 |
Crit Chance | 59% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 113 |
Accuracy | 71 |
Crit Chance | 59% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 94% |
Speed | 1 |
Offense: Damage Bonus
Mind | +79% |
Acid | +19% |
Light | +21% |
Temporal | +21% |
Nature | +12% |
Physical | +19% |
Fire | +19% |
All | +9% |
Offense: Damage Penetration
Acid | +50% |
Temporal | +25% |
Lightning | +25% |
Physical | +39% |
Mind | +90% |
All | +20% |
Defense: Base
Armour (hardiness) | 49.4119826841 (35.65183292883%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 84.2 |
Mental Save | 90 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 48%( 70%) |
Cold | + 61%( 70%) |
All | + 39%( 70%) |
Physical | + 48%( 70%) |
Lightning | + 54%( 70%) |
Light | + 56%( 70%) |
Temporal | + 48%( 70%) |
Mind | + 69%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 64%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 750 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 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 361 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 46% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Solipsism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Dream Smith | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Psionic / Nightmare | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.50 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Forge | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Lucid Dreamer |
talent | Psiblades |
talent | Forge Shield |
talent | Antimagic Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
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 Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Islibrera the treant. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by orc necromancer. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by The Dreamer. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Ivoma the master vampire. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost tinker from death by king cobra. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 3266. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 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 within3 lumberjacks have died. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Wil +6 Cun +11 Con offense ------ Mindpower +7 (+1 eff.) Damage +3% acid Ignore resists +15% acid +9% physical +20% mind When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 22% * 20% chance to reduce all saves and defense by 52 defense ------ Armor +14 Physical save +22 (+1 eff.) Mind save +24 (+5 eff.) other ------- Infravision +3 Blindside: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This object's appearance was changed to pair of dwarven-steel boots. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +3 Con offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +7 (+2 eff.) Damage +12% light +3% nature defense ------ Defense +10 (+2 eff.) Resistance +10% blight +12% nature Physical save +16 (+1 eff.) Spell save +15 (+1 eff.) Mind save +16 (+4 eff.) Life Regen +10.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +12 Defense +22 (+5 eff.) Fatigue +5% Resistance +3% acid +13% nature +9% mind +5% arcane +5% all Crit Resistance 10.00% Physical save +11 (+1 eff.) Spell save +7 (+0 eff.) Unlife -60.00 life Life +95.00 Healmod +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Helm of the Dwarven Emperors. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +13.0% Spell Crit +6% Mind Crit +20% Critical power +7.00% On-Hit 10 acid Damage +7% acid +12% temporal Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Resistance +9% acid Mind save +13 (+3 eff.) Life +54.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to dwarven-steel gauntlets. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +20.00% Damage +15% mind Ignore resists +5% lightning other ------- Max hate +4.00 Max psi +20.00 Setup a psionic shield, reducing all damage taken by 147 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 110. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +11 (+2 eff.) Ignore resists +15% acid defense ------ Resistance +12% acid +12% cold +12% light +15% darkness Life +80.00 Cut Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+4 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+7 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 124% Range: 1.0x-1.1x Uses 84% Wil, 28% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +46 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +8 Wil offense ------ Mind Crit +9% Mindpower +25 (+4 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range 4 Cooldown: 41 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 64 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This object's appearance was changed to Nexus of the Way. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+1 eff.) Spell save +15 (+1 eff.) Mind save +15 (+3 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 127% Range: 1.0x-1.1x Uses 84% Wil, 28% Cun Damage Dreamforge Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +46 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Cun +8 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +22 (+4 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+4 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 21 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 109.23 mind damage, 72.62 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 10.02 mind and 6.66 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. This object's appearance was changed to Nexus of the Way. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mind Crit +10% Critical power +45.00% Accuracy +15 (+5 eff.) Ignore Armor +11 defense ------ Defense +3 (+0 eff.) Resistance +9% acid +10% fire +10% lightning +9% cold Spell save +12 (+1 eff.) Mind save +6 (+2 eff.) Stealth +13 Life +20.00 Disarm Resist +20% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) Global Speed +15% On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This object's appearance was changed to Robe of Force. |
Inventory
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -928 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 928 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Master While equipped: Stats +6 Con defense ------ Fatigue -5% Physical save +13 (+1 eff.) Spell save +11 (+1 eff.) Mind save +12 (+3 eff.) Life Regen +2.00 other ------- Infravision +1 Masteries +0.14 Psionic/Psychic Assault Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +20% blight When Hit 2 fire defense ------ Resistance +9% fire Blind Resist +10% other ------- Infravision +4 Sight +2 See Invisibility +10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Combat Speed +10% Damage +9% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +28% light +30% darkness Blind Resist +85% other ------- Infravision +10 Sight +2 See Invisibility +15 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+1 eff.) Ignore resists +15% fire When Hit 4 mind 6 fire defense ------ Resistance +3% light other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% acid +9% fire Ignore resists +15% cold When Hit 2 acid defense ------ Resistance +3% cold +3% fire Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Life +21.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning +6% mind Ignore resists +25% mind +15% lightning When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 52 defense ------ Life +26.00 Disarm Resist +31% Pinning Resist +30% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +11 Wil offense ------ Physical Power +14 (+3 eff.) Spellpower +14 (+7 eff.) Mindpower +19 (+3 eff.) Spellpower/crit +8 Damage +9% lightning +6% all defense ------ Mind save +10 (+2 eff.) other ------- Mana/turn +0.16 Max vim +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Cun offense ------ Damage +9% cold defense ------ Resistance +9% nature +9% blight Mind save +8 (+2 eff.) Life +64.00 Life Regen +12.00 Healmod +12% Poison Resist +17% Disease Resist +17% Confus Resist +25% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+1 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+23 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Nature/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +20.00% Spellpower +15 (+8 eff.) Damage +30% fire defense ------ Defense +15 (+3 eff.) other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 74.75 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Damage +30% arcane defense ------ Resistance +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Master Weapon Damage 166% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +79 fire While equipped: offense ------ Global Speed +11% Ignore resists +19% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% physical Accuracy +20 (+7 eff.) Ignore Armor +14 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +15 Wil +22 Con offense ------ Physical Power +15 (+4 eff.) Ignore resists +14% physical defense ------ Life +104.00 Disarm Resist +27% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: offense ------ Ignore resists +15% all Accuracy +25 (+9 eff.) Ignore Armor +15 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% all Accuracy +34 (+12 eff.) Ignore Armor +14 defense ------ Defense +12 (+3 eff.) Disarm Resist +49% Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Create an explosion dealing 29 acid damage (1/turn) While equipped: offense ------ Physical Crit +15.0% Critical power +30.00% Damage +29% acid Ignore resists +30% acid Ignore Armor +14 One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +9% physical Accuracy +25 (+9 eff.) Ignore Armor +15 Sharp, short and deadly. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +27 acid On-crit, radius 2 +128 fire While equipped: offense ------ Global Speed +16% Damage +33% acid Ignore resists +24% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +8 Cun +11 Wil offense ------ Mindpower +23 (+4 eff.) On-Hit (Ranged): * 38 arcane resource burn other ------- Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Nature/Disrupt Weapon Damage 167% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 20 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 190 physical damage On Critical: * Deals 157 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +20 (+10 eff.) Spellpower/crit +7 defense ------ Resistance +12% lightning +8% darkness +12% light +12% blight +12% fire +12% cold +15% all Physical save +19 (+1 eff.) Spell save +40 (+2 eff.) Mind save +13 (+3 eff.) Silence Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +30% fire Life Regen +8.00 other ------- Stamina/turn +2.50 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resistance +5% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Against +15% Summoned defense ------ Resist Against +15% Summoned Mind save +7 (+2 eff.) Life +49.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +1% Critical power +20.00% Mindpower +5 (+1 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 52 defense ------ Defense +1 (+0 eff.) Resistance +9% mind +9% fire Physical save +6 (+0 eff.) Life +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mind Crit +7% Critical power +27.00% Mindpower +5 (+1 eff.) Accuracy +13 (+5 eff.) Ignore Armor +13 defense ------ Defense +27 (+6 eff.) Resistance +6% acid +25% light +25% fire +5% arcane +9% cold Stealth +25 Cut Resist +21% other ------- Hate-on-crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Mind Crit +2% Damage +12% fire +12% nature +9% mind When Hit 6 fire defense ------ Defense +3 (+0 eff.) Resistance +15% mind +30% fire Mind save +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+3 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +5 Fatigue +4% Physical save +15 (+1 eff.) Spell save +15 (+1 eff.) Mind save +15 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +50% Confus Resist +42% Stun Resist +50% other ------- Stamina/turn +1.20 Max stamina +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+5 eff.) Damage +16% darkness defense ------ Defense +3 (+0 eff.) Resistance +24% darkness other ------- Mana/turn +3.00 Mana when Hit +2.20 Max mana +110.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 22 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+5 eff.) Damage +20% light defense ------ Defense +3 (+0 eff.) Resistance +30% light other ------- Mana/turn +3.00 Mana when Hit +2.50 Max mana +110.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 22 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Armor +11 Defense +10 (+2 eff.) Fatigue +3% Resistance +10% fire +3% light +8% cold Mind save +15 (+3 eff.) Unlife -60.00 life Healmod +20% A cap made of leather. This object's appearance was changed to Helm of the Dwarven Emperors. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +1% Ignore resists +10% mind defense ------ Resistance +3% mind Mind save +3 (+1 eff.) Life +40.00 other ------- EQ when Hit +0.20 Light +3 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +6 Str +1 Dex offense ------ Damage +12% temporal Ignore Armor +6 defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +6% cold +1% physical Crit Resistance 5.00% Teleport Resist +10% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +7 Dex +4 Cun offense ------ Damage +12% blight +6% fire When Hit 4 fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 202 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Mindpower +20 (+4 eff.) Damage +3% nature +18% mind Ignore resists +5% mind On-Hit (Melee): * 10% chance to slow global speed by 82% defense ------ Resistance +9% mind Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +2 Cun offense ------ Mindpower +20 (+4 eff.) other ------- EQ when Hit +0.08 Sting an enemy dealing 204 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +18% nature Ignore resists +15% nature When Hit 2 cold defense ------ Resistance +6% blight +12% cold +3% nature Sting an enemy dealing 526 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 27% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 82% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+1 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic 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.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By The Dreamer the Cornac Solipsist level 41
51st Regrowth 124th year of Ascendancy at 23:02 see stats
By The Dreamer the Cornac Solipsist level 28
35th Dusk 123rd year of Ascendancy at 22:37 see stats
By The Dreamer the Cornac Solipsist level 40
32nd Regrowth 124th year of Ascendancy at 05:25 see stats
By The Dreamer the Cornac Solipsist level 21
51st Pyre 123rd year of Ascendancy at 01:46 see stats
By The Dreamer the Cornac Solipsist level 45
76th Regrowth 124th year of Ascendancy at 09:18 see stats
By The Dreamer the Cornac Solipsist level 50
77th Pyre 124th year of Ascendancy at 15:28 see stats
By The Dreamer the Cornac Solipsist level 44
68th Regrowth 124th year of Ascendancy at 12:06 see stats
By The Dreamer the Cornac Solipsist level 21
57th Pyre 123rd year of Ascendancy at 17:00 see stats
By The Dreamer the Cornac Solipsist level 10
18th Dusk 122nd year of Ascendancy at 08:27 see stats
By The Dreamer the Cornac Solipsist level 43
57th Regrowth 124th year of Ascendancy at 19:22 see stats
By The Dreamer the Cornac Solipsist level 36
13rd Regrowth 124th year of Ascendancy at 02:03 see stats
By The Dreamer the Cornac Solipsist level 32
3rd Haze 123rd year of Ascendancy at 14:03 see stats
By The Dreamer the Cornac Solipsist level 29
41st Dusk 123rd year of Ascendancy at 23:15 see stats
By The Dreamer the Cornac Solipsist level 50
66th Haze 124th year of Ascendancy at 22:55 see stats
By The Dreamer the Cornac Solipsist level 22
71st Pyre 123rd year of Ascendancy at 09:25 see stats
By The Dreamer the Cornac Solipsist level 30
48th Dusk 123rd year of Ascendancy at 05:47 see stats
By The Dreamer the Cornac Solipsist level 35
70th Haze 123rd year of Ascendancy at 20:26 see stats
By The Dreamer the Cornac Solipsist level 50
64th Haze 124th year of Ascendancy at 14:51 see stats
By The Dreamer the Cornac Solipsist level 28
35th Dusk 123rd year of Ascendancy at 22:57 see stats
By The Dreamer the Cornac Solipsist level 47
76th Regrowth 124th year of Ascendancy at 22:20 see stats
By The Dreamer the Cornac Solipsist level 10
12nd Dusk 122nd year of Ascendancy at 22:51 see stats
By The Dreamer the Cornac Solipsist level 20
28th Pyre 123rd year of Ascendancy at 21:55 see stats
By The Dreamer the Cornac Solipsist level 30
42nd Dusk 123rd year of Ascendancy at 04:39 see stats
By The Dreamer the Cornac Solipsist level 40
31st Regrowth 124th year of Ascendancy at 04:13 see stats
By The Dreamer the Cornac Solipsist level 50
54th Pyre 124th year of Ascendancy at 20:37 see stats
By The Dreamer the Cornac Solipsist level 50
14th Haze 124th year of Ascendancy at 01:57 see stats
By The Dreamer the Cornac Solipsist level 25
5th Dusk 123rd year of Ascendancy at 08:20 see stats
By The Dreamer the Cornac Solipsist level 50
10th Dusk 124th year of Ascendancy at 05:47 see stats
By The Dreamer the Cornac Solipsist level 38
26th Regrowth 124th year of Ascendancy at 12:08 see stats
By The Dreamer the Cornac Solipsist level 26
31st Dusk 123rd year of Ascendancy at 04:39 see stats
By The Dreamer the Cornac Solipsist level 43
57th Regrowth 124th year of Ascendancy at 21:56 see stats
By The Dreamer the Cornac Solipsist level 50
66th Haze 124th year of Ascendancy at 22:54 see stats
By The Dreamer the Cornac Solipsist level 28
35th Dusk 123rd year of Ascendancy at 22:37 see stats
By The Dreamer the Cornac Solipsist level 10
12nd Dusk 122nd year of Ascendancy at 23:26 see stats
By The Dreamer the Cornac Solipsist level 28
35th Dusk 123rd year of Ascendancy at 22:37 see stats
By The Dreamer the Cornac Solipsist level 35
71st Haze 123rd year of Ascendancy at 16:25 see stats
By The Dreamer the Cornac Solipsist level 21
58th Pyre 123rd year of Ascendancy at 01:13 see stats
By The Dreamer the Cornac Solipsist level 50
66th Haze 124th year of Ascendancy at 22:55 see stats
By The Dreamer the Cornac Solipsist level 20
42nd Pyre 123rd year of Ascendancy at 17:33 see stats
By The Dreamer the Cornac Solipsist level 48
26th Pyre 124th year of Ascendancy at 10:49 see stats
By The Dreamer the Cornac Solipsist level 23
74th Pyre 123rd year of Ascendancy at 18:14 see stats
By The Dreamer the Cornac Solipsist level 18
9th Pyre 123rd year of Ascendancy at 09:32 see stats
By The Dreamer the Cornac Solipsist level 38
27th Regrowth 124th year of Ascendancy at 10:47 see stats
By The Dreamer the Cornac Solipsist level 40
32nd Regrowth 124th year of Ascendancy at 00:05 see stats
Log
The Dreamer receives 2 healing (2 psi heal).
The Dreamer picks up (x.): dragonbone magestaff of protection (136% power, 6 apr, arcane element).
The Dreamer receives 2 healing (2 psi heal).
The Dreamer receives 2 healing (2 psi heal).
Talent Leaves Tide is ready to use.
The Dreamer picks up ( .): bloodstone.
The Dreamer picks up (I.): inquisitor's quiver of dragonbone arrows of wind (20/20, 167% power, 18 apr).
The Dreamer uses Nature's Touch.
The Dreamer's mind surges with critical power!
High Sun Paladin Aeryn receives 925 healing from The Dreamer.
Resting starts...
Talent Nature's Touch is ready to use.
Rested for 123 turns.
The Dreamer uses Nature's Touch.
The Dreamer's mind surges with critical power!
High Sun Paladin Aeryn receives 925 healing from The Dreamer.
Resting starts...
Talent Nature's Touch is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).