











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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 Adventure |
Sex | Male |
Race | Doomelf |
Class | Cultist of Entropy |
Level / Exp | 50 / 23% |
Size | medium |
Lifes / Deaths | Killed by Xanenn the red crystal at level 22 on the 25th Pyre 123rd year of Ascendancy at 18:09 3 / 4Killed by elven cultist at level 36 on the 72nd Haze 123rd year of Ascendancy at 14:52 Killed by Emelossra the elven cultist at level 37 on the 73rd Haze 123rd year of Ascendancy at 17:20 Killed by Atamathon the Giant Golem at level 49 on the 70th Pyre 124th year of Ascendancy at 07:14 |
Primary Stats
Strength | 26 (base 22) |
Dexterity | 25 (base 13) |
Constitution | 103 (base 60) |
Magic | 194 (base 60) |
Willpower | 49 (base 10) |
Cunning | 114 (base 60) |
Resources
Insanity | 0/100 |
Vim | 336/336 |
Life | 1605/1605 |
Positive | 177/177 |
Steam | 100/100 |
Healing Factor | 1.7509906478105 |
Regeneration | 26.70260737911 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.2900791546144E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 66.099250645117 |
See Invisible | 66.099250645117 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 79 |
Accuracy | 29 |
Crit Chance | 52% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 98 |
Crit Chance | 75% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Blight | +8% |
Arcane | +73% |
Cold | +11% |
All | +2% |
Lightning | +14% |
Light | +25% |
Temporal | +100% |
Physical | +24% |
Darkness | +129% |
Fire | +5% |
Mind | +43% |
Offense: Damage Penetration
Acid | +40% |
Blight | +55% |
Physical | +40% |
All | +25% |
Darkness | +101% |
Light | +50% |
Temporal | +98% |
Fire | +45% |
Lightning | +30% |
Defense: Base
Armour (hardiness) | 83.348600120322 (80.304188961773%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 68 |
Mental Save | 90 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 32%( 70%) |
Physical | + 29%( 70%) |
Cold | + 43%( 70%) |
All | + 27%( 70%) |
Lightning | + 56%( 70%) |
Light | + 34%( 70%) |
Temporal | + 57%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 42%( 70%) |
Mind | + 44%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 40% |
Instadeath Resistance | 100% |
Stun Resistance | 80% |
Poison Resistance | 70% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1070 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 1221% 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 251% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Blood | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Oblivion | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Sanguisuge | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Cosmic | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Void | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Demented / Nether | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Eldritch shield | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Reflection | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Corruption / Curses | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Revelation |
talent | Chant of Fortitude |
talent | Twofold Curse |
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Atrophy |
talent | Corruption of the Doomed |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by minotaur (wild summon). Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by bladestorm construct. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Aryvena the poison ooze. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xeredhenne the shimmering crystal. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 279. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 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 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun dps ---------- Dmg.mod +3% arcane +9% cold Res.pen +12% darkness +14% temporal ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +15% temporal +19% darkness +12% cold Phys.save +22 (+6 eff.) Spell.save +11 (+3 eff.) Mind.save +5 (+1 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +15 Res/telep +11% Dur/telep +15% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% blight +15% temporal Melee Ret 20 fire ----- def ----- Resists +6% blight +8% fire ---------- misc Mana/turn +0.04 Max.mana +100.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +29 Mag +6 Wil +10 Cun +30 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +59% arcane +12% mind +20% darkness ----- def ----- Defense +3 (+0 eff.) Resists +30% darkness Phys.save +9 (+3 eff.) Mind.save +15 (+3 eff.) ---------- misc Stam/turn +3.00 Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 6.5 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Wil +7 Cun dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +10 (+2 eff.) Melee Ret 4 fire ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 298 physical damage Puts all charms on 9 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +17 Cun +14 Mag dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +45 (+7 eff.) Mind.pwr +13 (+5 eff.) Melee+ 35 physical Ranged+ 34 physical Dmg.mod +20% darkness Res.pen +30% blight Melee Ret 6 light On Hit (Melee): * 17% chance to reduce all saves and defense by 32 On Hit (Ranged): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +40% darkness ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 12 cooldown Level 5.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +18 Mag +20 Wil +5 Cun +5 Con dps ---------- Crit.mult +20.00% Spell.pwr +14 (+2 eff.) Melee+ 31 light Ranged+ 30 light Dmg.mod +19% light ----- def ----- Resists +3% fire Mind.save +40 (+8 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Fatigue -20% Confus- +30% Stun/Frz- +30% ---------- misc Max.enc +50 Mana/s.crit +3.00 Surround yourself with a magical shield (strength 585, based on Magic) for 10 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +27 (+4 eff.) S.pwr/crit +10 Dmg.mod +15% acid +39% temporal +9% darkness Res.pen +15% acid +10% temporal +10% darkness On Hit (Melee): * 24% chance to reduce armor by 49% ----- def ----- Armour +11 Hardiness +12% Resists +15% darkness +14% temporal Phys.save +12 (+3 eff.) Def/telep +24 Res/telep +23% Dur/telep +18% ---------- misc Vim/s.crit +6.00 Max.vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Con +4 Mag dps ---------- Phys.crit +11.0% Spell.crit +15% Mind.crit +12% Crit.mult +14.00% Phys.pwr +10 (+3 eff.) Melee+ 12 light Dmg.mod +9% arcane +4% light ----- def ----- Armour +3 Resists +9% light +3% physical Die.at -40.00 life Unarmed combat: Power 139% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +11.0% Atk.spd 100% Melee+ +12 arcane On Crit.r2 +7 arcane On Hit: 20% Searing Light 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) Dmg.mod +22% physical +21% temporal +23% mind +30% darkness Res.pen +15% physical +15% temporal ----- def ----- Resists +12% acid +12% temporal +45% darkness +23% mind +15% all Phys.save +6 (+2 eff.) Spell.save +21 (+5 eff.) Mind.save +30 (+6 eff.) Anom.red +16 HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con dps ---------- Dmg.mod +12% lightning +3% fire +25% darkness +6% mind Res.pen +5% lightning +20% fire +20% darkness On Hit (Melee): * 24% chance to reduce all saves and defense by 32 ----- def ----- Defense +3 (+0 eff.) Resists +10% acid +25% darkness +40% lightning +10% cold +10% fire Stealth +25 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Lck dps ---------- Res.pen +25% light Acc +13 (+7 eff.) Melee Ret 10 light ----- def ----- Defense +12 (+2 eff.) Fatigue -8% Unseen.red 16% HP.reg +5.00 Heal.mod +24% Cut- +70% ---------- misc Light +3 Heal: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 390 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 58% for 2 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +10 Lck dps ---------- Dmg.mod +12% cold +15% light +6% temporal Res.pen +25% temporal Acc +11 (+6 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+1 eff.) Unseen.red 14% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +12.00% Phys.pwr +10 (+3 eff.) Acc +7 (+4 eff.) Apr +14 ----- def ----- Resists +21% fire +16% cold Phys.save +14 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +16 (+4 eff.) Die.at -80.00 life Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Wil +9 Con dps ---------- Melee Ret 6 lightning ----- def ----- Armour +7 Defense +12 (+2 eff.) Resists +30% temporal Res.Cap +6% all Crit.chn- 15.00% Phys.save +40 (+10 eff.) Max.HP +67.00 HP.reg +9.00 Pinning- +34% Knockbk- +43% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +30 (+6 eff.) Resists +12% mind +3% temporal Mind.save +10 (+2 eff.) Silence- +20% Confus- +36% Pinning- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +2 Dex +4 Cun dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% mind Mind.save +10 (+2 eff.) Max.HP +78.00 HP.reg +14.00 Heal.mod +14% Confus- +39% Stun/Frz- +34% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +7 Wil +7 Cun dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +30 (+5 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +6% nature Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +14 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% temporal Melee Ret 10 fire ----- def ----- Resists +12% temporal +30% fire Mind.save +12 (+3 eff.) Confus- +41% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +14 Str +4 Con dps ---------- Dmg.mod +9% physical Res.pen +20% acid ----- def ----- Armour +20 ---------- misc Psi/ret +0.44 Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex +24 Mag +23 Wil +20 Cun dps ---------- Spell.crit +5% Spell.pwr +44 (+7 eff.) S.pwr/crit +22 Dmg.mod +30% cold +24% fire Res.pen +18% nature +18% fire ---------- misc Mana/turn +0.42 Max.mana +53.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+5 eff.) S.pwr/crit +9 Dmg.mod +30% acid +30% darkness +30% blight +30% fire +6% lightning Res.pen +15% lightning +15% blight Phasing +25% ----- def ----- Defense +18 (+3 eff.) Shield.pwr +10% Stun/Frz- +60% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 40 [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 20% Mag, 100% Str Dmg Temporal Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+1 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 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. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+4 eff.) ----- def ----- Armour +50 Defense +40 (+8 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+9 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing healing salve [power 796] amazing healing salve [power 796]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 251% efficiency and 54% cooldown modifier. Heal 796 Puts Talent Medical Injector on 9 cooldown Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Nature While equipped: Stats +8 Str +4 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +9% Dmg.mod +15% lightning Res.pen +25% mind ----- def ----- Resists +9% darkness +12% lightning Affinity +15% darkness ---------- misc Max.mana +32.00 Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 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
By wolobolo the Doomelf Cultist of Entropy level 43
57th Regrowth 124th year of Ascendancy at 18:38 see stats
By wolobolo the Doomelf Cultist of Entropy level 43
38th Regrowth 124th year of Ascendancy at 12:26 see stats
By wolobolo the Doomelf Cultist of Entropy level 36
30th Haze 123rd year of Ascendancy at 04:32 see stats
By wolobolo the Doomelf Cultist of Entropy level 46
73rd Regrowth 124th year of Ascendancy at 14:12 see stats
By wolobolo the Doomelf Cultist of Entropy level 49
70th Pyre 124th year of Ascendancy at 08:56 see stats
By wolobolo the Doomelf Cultist of Entropy level 46
68th Regrowth 124th year of Ascendancy at 22:16 see stats
By wolobolo the Doomelf Cultist of Entropy level 38
4th Allure 124th year of Ascendancy at 21:39 see stats
By wolobolo the Doomelf Cultist of Entropy level 14
51st Dusk 122nd year of Ascendancy at 19:14 see stats
By wolobolo the Doomelf Cultist of Entropy level 44
64th Regrowth 124th year of Ascendancy at 04:01 see stats
By wolobolo the Doomelf Cultist of Entropy level 49
57th Pyre 124th year of Ascendancy at 15:21 see stats
By wolobolo the Doomelf Cultist of Entropy level 6
1st Summertide 122nd year of Ascendancy at 18:00 see stats
By wolobolo the Doomelf Cultist of Entropy level 27
51st Pyre 123rd year of Ascendancy at 02:43 see stats
By wolobolo the Doomelf Cultist of Entropy level 21
20th Pyre 123rd year of Ascendancy at 21:23 see stats
By wolobolo the Doomelf Cultist of Entropy level 35
10th Haze 123rd year of Ascendancy at 11:09 see stats
By wolobolo the Doomelf Cultist of Entropy level 41
33rd Regrowth 124th year of Ascendancy at 19:11 see stats
By wolobolo the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 03:48 see stats
By wolobolo the Doomelf Cultist of Entropy level 32
24th Dusk 123rd year of Ascendancy at 12:21 see stats
By wolobolo the Doomelf Cultist of Entropy level 47
73rd Regrowth 124th year of Ascendancy at 15:05 see stats
By wolobolo the Doomelf Cultist of Entropy level 10
3rd Dusk 122nd year of Ascendancy at 08:59 see stats
By wolobolo the Doomelf Cultist of Entropy level 20
12nd Pyre 123rd year of Ascendancy at 13:20 see stats
By wolobolo the Doomelf Cultist of Entropy level 30
63rd Pyre 123rd year of Ascendancy at 00:03 see stats
By wolobolo the Doomelf Cultist of Entropy level 40
29th Regrowth 124th year of Ascendancy at 09:08 see stats
By wolobolo the Doomelf Cultist of Entropy level 50
70th Pyre 124th year of Ascendancy at 08:56 see stats
By wolobolo the Doomelf Cultist of Entropy level 27
42nd Pyre 123rd year of Ascendancy at 17:34 see stats
By wolobolo the Doomelf Cultist of Entropy level 18
79th Haze 122nd year of Ascendancy at 07:24 see stats
By wolobolo the Doomelf Cultist of Entropy level 37
75th Haze 123rd year of Ascendancy at 10:59 see stats
By wolobolo the Doomelf Cultist of Entropy level 44
61st Regrowth 124th year of Ascendancy at 12:39 see stats
By wolobolo the Doomelf Cultist of Entropy level 33
52nd Dusk 123rd year of Ascendancy at 07:37 see stats
By wolobolo the Doomelf Cultist of Entropy level 45
64th Regrowth 124th year of Ascendancy at 08:08 see stats
By wolobolo the Doomelf Cultist of Entropy level 7
8th Flare 122nd year of Ascendancy at 22:38 see stats
By wolobolo the Doomelf Cultist of Entropy level 36
58th Haze 123rd year of Ascendancy at 05:34 see stats
By wolobolo the Doomelf Cultist of Entropy level 18
74th Dusk 122nd year of Ascendancy at 05:23 see stats
By wolobolo the Doomelf Cultist of Entropy level 48
18th Pyre 124th year of Ascendancy at 23:52 see stats
By wolobolo the Doomelf Cultist of Entropy level 6
1st Summertide 122nd year of Ascendancy at 18:00 see stats
By wolobolo the Doomelf Cultist of Entropy level 6
1st Summertide 122nd year of Ascendancy at 18:00 see stats
By wolobolo the Doomelf Cultist of Entropy level 42
38th Regrowth 124th year of Ascendancy at 06:48 see stats
Log
You gain 6.34 gold from the melting of nature's pulsing mindstar of venom (105% power, 32 apr, mind damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 7.45 gold from the melting of hungering pulsing mindstar of frost (107% power, 32 apr, mind damage).
You collect a new ingredient: lump of stralite (1).
You gain 11.97 gold from the melting of Flarekarma (154% power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.87 gold from the melting of thought-forged stralite greatsword of vileness (158% power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 6.41 gold from the melting of elemental stralite greatmaul of corruption (165% power, 3 apr).
You gain 1.98 gold from the melting of shielding rune (absorb 327; dur 3; cd 17).
You gain 1.65 gold from the melting of ethereal rune (power 13; resist 20%; move 40%; dur 5; cd 20).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.62 gold from the melting of regeneration infusion (heal 374; 13 cd).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 71st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
Today is the 72nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 73rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 74th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Saving game...
Saving done.