









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Patrol Gold 1.7.6--- DESCRIPTION --- This addon makes enemies in the world map patrol drop a fair amount of gold. Every enemy generated via a world map ambush will drop ten instances of gold, averaging around one gold per instance. If used with the Spells Merchants addon by Akaviriblade, it adds a way to "grind" the patrols for gold so you can buy stat points and whatnot. It should work with every mod, but please let me know if you get a compatibility error! :) --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu select "Addons" 5) Find "Patrol Gold" and ensure it's active --- COMPATIBILITY --- Not compatible with mods that change data/general/npcs/humanoid_random_boss.lua Updated to work for 1.7.6 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: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Irrational Difficulty Mode (Harder Nightmare) 1.7.0Adds a new difficulty in between Nightmare and Insane to help prepare for the latter. If you've beaten standard Nightmare a few times though, you'll probably want to just try Insane and see if you like it. Ogres Look Like Krogs (and vice versa) 1.7.0Swaps the cosmetic character customization options for Ogres and Krogs from the Forbidden Cults DLC (required). Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Wild Sacrifice 1.7.0Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. Alternate Merchants 1.7.0Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy. 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.
Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
* Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
* Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
* Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
* Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
* Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
* Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
* Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
* Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
* Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: 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: 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 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.
Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. 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 Embers races rebalance 1.7.0Note: if you want to play EOR races in Maj'Eyal you need to download nsrr's addon: https://te4.org/games/addons/tome/orcsallraces Rebalances Embers of Rage races Yeti: Orc: Whitehoof: I don't know how balanced this is Edit 1: I forgot to add some things to the description Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Naloren Pack 1.7.4Adds 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. Spookier Scarier Skeletons 1.7.0Revamps skeleton racials to give them more varied utility and unique gameplay, bringing them more in line with ghouls: - The first talent, Skeleton, now grants enhanced Movement Speed and Accuracy starting from talent level 3 (not applicable to necromancer summons). Fly fast from death's jaws, little bones! New SFX have additionally been added to Bone Armour and Re-Assemble. Step fast and light, adventurer; the dust of the grave yet stirs, and its envy of the living grows ever more keen. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: 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:
|
| Campaign | Maj'Eyal |
| Mode | Irrational Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 26 / 36% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 77 (base 48) |
| Dexterity | 101 (base 57) |
| Constitution | 23 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 23 (base 12) |
Resources
| Life | 627/627 |
| Mana | 190/190 |
| Stamina | 125/125 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 3.1264598591199 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30.534120987706% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 79 |
| Crit Chance | 10% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Physical | +37% |
| Fire | +15% |
| Arcane | +18% |
| Cold | +19% |
| All | 0% |
Offense: Damage Penetration
| Physical | +28% |
| Darkness | +13% |
| Cold | +15% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 25 (38.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 23 |
| Mental Save | 14 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 57%( 70%) |
| All | + 15%( 70%) |
| Physical | + 17%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 18%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 62% |
| Confusion Resistance | 24% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Disarm Resistance | 46% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 518 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 121 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Premonition |
| talent | Concealment |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost tinker from death by Shax the Slimy. Escort: lost tinker (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by Glorugalle the xorn. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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. The fortress's current energy level is: 1. | 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 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Emeliba the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +1, Dex +2 offense ------ Critical power +15.00% Physical Power +5 (+1 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +3 Fatigue -3% Physical save +5 (+2 eff.) Unlife -20.00 life other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly quiver of ash arrows of annihilation (24/24, 144% power, 12 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 145% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +6.5% Capacity 24 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
| Light source | Eremerin the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats Dex +1 defense ------ Resistance +3% temporal, +9% fire Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Grinagorn (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Ignore Armor +4 defense ------ Armor +5 Fatigue +5% Resistance +8% cold, +5% arcane +2% physical other ------- Max stamina +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Toxinknight the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Dex +1, Con +1 offense ------ Critical power +5.00% Physical Power +15 (+4 eff.) defense ------ Fatigue -4% Resistance +6% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hurukhad the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +15 (+4 eff.) Mindpower +10 (+5 eff.) Accuracy +10 (+2 eff.) defense ------ Defense +15 (+4 eff.) Physical save +12 (+4 eff.) Life +27.00 Disarm Resist +25% Pinning Resist +20% Knockbk Resist +24% other ------- Stamina/turn +3.00 Max psi +20.00 Rings make your fingers look great! |
| On fingers | Brightcut the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% fire, +6% light, +3% cold Life +23.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
| Around waist | Gloresethra the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: Stats Dex +7 offense ------ Mindpower +4 (+2 eff.) Damage +17% physical Ignore resists +12% physical defense ------ Defense +10 (+2 eff.) Physical save +7 (+3 eff.) A belt that goes around your waist. |
| In main hand | enhanced elven-wood longbow of dexterity (+8)4.0 Encumbrance T4 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats Str +8, Dex +13, Mag +8 Wil +6, Cun +11, Con +8 offense ------ Ignore resists +8% physical Longbows are used to shoot arrows at your foes. |
| On hands | Unlightvengeance the hardened leather gloves (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +6% physical, +9% darkness +6% cold Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +9 Resistance +6% cold, +6% fire Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chamedurain the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+3 eff.) Damage +14% physical, +7% darkness +13% cold, +18% arcane +15% fire Ignore resists +8% physical, +8% darkness +5% arcane defense ------ Resistance +19% cold, +3% blight +22% fire, +5% arcane +11% all other ------- Max hate +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Layuriatira' (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +3, Wil +2, Con +4 offense ------ Accuracy +20 (+4 eff.) When Hit 4 mind defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +10% cold other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Freezeumbra'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Spell Crit +1% Ignore resists +15% cold defense ------ Resistance +12% light, +10% temporal +14% darkness, +16% mind Spell save +3 (+2 eff.) Blind Resist +20% Confus Resist +24% Pinning Resist +20% Knockbk Resist +23% other ------- Max mana +20.00 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Xerymina'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats Dex +7, Cun +4, Con +4 offense ------ Critical power +5.00% Move Speed +10% Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue -5% Resistance +1% physical Unlife -40.00 life Life Regen +1.00 other ------- Stamina/turn +2.40 Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Saluba0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Str +3, Wil +4 defense ------ Silence Resist +23% other ------- Mana/turn +0.13 Infravision +1 Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of aether (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats Mag +2 offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Spell save +4 (+2 eff.) Rings make your fingers look great! |
Undeathdare the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Con +7 offense ------ Damage +12% nature, +15% light Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Physical save +14 (+5 eff.) other ------- Light +3 Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats Str +5, Con +6 offense ------ Physical Power +8 (+2 eff.) Rings make your fingers look great! |
elm starstaff 'Zubenne' (100% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Mag +5, Con +4 offense ------ Spell Crit +4% Spellpower +6 (+4 eff.) Damage +10% light, +3% blight Ignore resists +15% arcane Ignore Shields +10% defense ------ Life Regen +0.80 Healmod +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
elm longbow of cold4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 cold While equipped: offense ------ Damage +12% cold Longbows are used to shoot arrows at your foes. |
mighty elm longbow of lightning4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 lightning While equipped: Stats Str +2 offense ------ Physical Power +9 (+2 eff.) Damage +14% lightning Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of lightning4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +8 lightning While equipped: Stats Dex +3 offense ------ Damage +12% lightning Longbows are used to shoot arrows at your foes. |
mighty yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +9 cold While equipped: Stats Str +2 offense ------ Physical Power +11 (+3 eff.) Damage +12% cold Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats Con +12, Wil +8 defense ------ Life +38.00 Longbows are used to shoot arrows at your foes. |
barbed quiver of elm arrows of accuracy (18/18, 128% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Master Weapon Damage 128% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +10.0% Capacity 18 On Critical: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (15/15, 110% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 110% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
Deepssting (19/19, 142% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 142% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 19 On-ranged-hit +20 item nature slow +20 darkness +20 item darkness numbing On Hit: * 20% chance to slow global speed by 47% * 20% chance to reduce damage dealt by 17% Arrows are used with bows to pierce your foes to death. |
Tempestshaper (0 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats Mag +5, Wil +5 offense ------ Damage +3% lightning defense ------ Armor +2 Resistance +9% blight, +7% all Pinning Resist +20% other ------- Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: defense ------ Resistance +7% lightning, +7% darkness +7% light, +6% blight +6% fire, +7% cold, +7% all Physical save +11 (+4 eff.) Spell save +20 (+10 eff.) Mind save +11 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats Cun +6, Mag +10 offense ------ Spellpower +12 (+7 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire, -10% cold, +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Yvamirin the Corruptionseam (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats Str +5, Mag +5, Wil +5, Con +4 offense ------ Damage +8% lightning, +16% temporal +23% cold, +10% physical defense ------ Resistance +5% lightning, +16% temporal +27% cold, +9% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% acid, +11% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% fire A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats Dex +2 defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 31.74 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Ivivena the Shimmerhunter1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Dex +5, Mag +2, Wil +4, Cun +4 offense ------ Damage +6% lightning Ignore resists +10% darkness Against +15% Summoned defense ------ Resist Against +15% Summoned other ------- Infravision +1 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Ragukalthorek1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Dex +1, Mag +2 offense ------ Ignore resists +20% arcane defense ------ Life +34.00 other ------- See Invisibility +3 A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats Mag +4 other ------- Mana/turn +0.18 Max mana +31.00 A belt that goes around your waist. |
drakeskin leather belt 'Obsidianfiend'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats Str +7, Dex +5, Wil +5, Cun +5 Con +4 offense ------ Physical Crit +5.0% Critical power +11.00% Physical Power +3 (+1 eff.) Mindpower +6 (+3 eff.) Ignore resists +10% darkness defense ------ Resistance +3% light, +6% temporal Physical save +16 (+6 eff.) Spell save +27 (+14 eff.) Mind save +25 (+15 eff.) A belt that goes around your waist. |
Smearfist (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Mag +2 offense ------ Spellpower/crit +2 defense ------ Defense +1 (+0 eff.) Resistance +9% nature Physical save +3 (+1 eff.) Life +36.00 other ------- Stamina/turn +1.00 Mana-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Gloruwen (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Cun +3, Wil +2 defense ------ Armor +3 Physical save +7 (+3 eff.) Spell save +12 (+6 eff.) Mind save +6 (+6 eff.) Life +60.00 Poison Resist +20% A pair of boots made of leather. |
pair of rough leather boots 'Layunne' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Lck +6, Dex +4 defense ------ Armor +1 Resistance +12% lightning, +3% fire +3% darkness, +6% temporal Stealth +6 A pair of boots made of leather. |
pair of iron boots 'Bethyta' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +2, Con +4 offense ------ Physical Crit +4.0% Physical Power +15 (+4 eff.) Ignore resists +5% mind Ignore Armor +3 defense ------ Armor +5 Fatigue +2% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 33 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightmistress (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +2, Wil +3, Con +4 offense ------ Damage +15% darkness, +18% mind When Hit 8 lightning defense ------ Armor +2 Resistance +3% lightning, +9% darkness Disarm Resist +31% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats Mag +2 offense ------ Damage +4% arcane defense ------ Armor +2 Fatigue +3% Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +14.00 Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +7 arcane On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of balance (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats Mag +3 defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- EQ when Hit +0.70 Psi when Hit +0.90 Hate when Hit +0.70 A pointy cloth hat, very wizardly... |
Naloren Cap (0 def, 0 armour)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. |
Yvarina the Hazeseam (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 2 cold defense ------ Armor +1 Fatigue +1% Resistance +6% blight, +11% light +11% darkness Mind save +3 (+3 eff.) Healmod +5% Poison Resist +20% A cap made of leather. |
iron helm 'Chillgrit' (0 def, 15 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +4, Con +3 offense ------ Physical Power +4 (+1 eff.) Damage +9% cold defense ------ Armor +15 Fatigue +5% Crit Resistance 10.00% other ------- Max stamina +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance T1 black gem Reqs - Gem related talents [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 Encumbrance T1 green gem Reqs - Gem related talents [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem Reqs - Gem related talents [Normal] While equipped: Defense +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem Reqs - Gem related talents [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem Reqs - Gem related talents [Normal] While equipped: Armor +10 Item imbue powers: Armor +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 black gem Reqs - Gem related talents [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem Reqs - Gem related talents [Normal] While equipped: Resistance +30% lightning Item imbue powers: Resistance +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T2 red gem Reqs - Gem related talents [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +6% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +6% all When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 white gem Reqs - Gem related talents [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+8 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+8 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 Encumbrance T2 yellow gem Reqs - Gem related talents [Normal] While equipped: Spell Speed +10% Item imbue powers: Spell Speed +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem Reqs - Gem related talents [Normal] While equipped: Healmod +20% Item imbue powers: Healmod +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem Reqs - Gem related talents [Normal] While equipped: Mana/turn +2.00 Item imbue powers: Mana/turn +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T3 red gem Reqs - Gem related talents [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +9% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +9% all When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem Reqs - Gem related talents [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem Reqs - Gem related talents [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem Reqs - Gem related talents [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Rungof's Fang1.0 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 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. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Xerelle the Skeleton Archer level 9
3rd Dusk 122nd year of Ascendancy at 04:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Xerelle the Skeleton Archer level 19
17th Haze 122nd year of Ascendancy at 04:12 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Xerelle the Skeleton Archer level 25
64th Haze 122nd year of Ascendancy at 18:15 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Xerelle the Skeleton Archer level 26
75th Haze 122nd year of Ascendancy at 23:46 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Xerelle the Skeleton Archer level 10
9th Dusk 122nd year of Ascendancy at 00:20 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Xerelle the Skeleton Archer level 20
18th Haze 122nd year of Ascendancy at 04:48 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Xerelle the Skeleton Archer level 21
23rd Haze 122nd year of Ascendancy at 23:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Xerelle the Skeleton Archer level 9
3rd Summertide 122nd year of Ascendancy at 05:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Xerelle the Skeleton Archer level 9
1st Flare 122nd year of Ascendancy at 12:44 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Xerelle the Skeleton Archer level 22
24th Haze 122nd year of Ascendancy at 22:09 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Xerelle the Skeleton Archer level 15
31st Dusk 122nd year of Ascendancy at 00:17 see stats
Log
Today is the 78th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:05.
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Today is the 79th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
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Ran for 2 turns (stop reason: hostile spotted to the southeast (Allied Kingdoms human patrol)).
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Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
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Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
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Today is the 2nd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
There is a trap door leading to underground tunnels here (press '' or right click to use).
Ran for 32 turns (stop reason: interesting terrain).
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You carefully open the trap door and enter the underground tunnels...
As you enter you notice the trap door has no visible handle on the inside. You are stuck here!
Accepted quest 'Trapped!'! (Press 'j' to see the quest log)
Saving game...
Saving done.
Saving game...
Saving done.














































































































