












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: Cat Point Cap Boost 1.5.5 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies 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: Select your Escorts 1.5.10Allows 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. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Embers of Rage 1.5.0Official 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:
Warlock Class 1.2.5Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility. A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction. The class is in an alpha stage but is playable. Spell Merchants 1.5.10
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 :) Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Warlock |
| Level / Exp | 28 / 28% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 75.400259696666 (base 55) |
| Dexterity | 85.800519393333 (base 55) |
| Constitution | 99.800519393333 (base 55) |
| Magic | 81.400259696666 (base 55) |
| Willpower | 93 (base 55) |
| Cunning | 95.800519393333 (base 55) |
Resources
| Mana | 1089/1089 |
| Psi | 613/613 |
| Vim | 671/671 |
| Life | 6663/6663 |
| Stamina | 729/729 |
| Hate | 102/102 |
| Healing Factor | 2.19178927105 |
| Regeneration | 126.35665147603 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +145% |
| Spell | +200% |
| Global | +235% |
Vision
| Sight | 21 |
| Lite | 6 |
| Infravision | 24 |
| See Stealth | 150.98169533276 |
| See Invisible | 173.7822147261 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 74 |
| Crit Chance | 99% |
| APR | 116 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 127 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 52.65 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 68% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +48% |
| Blight | +57% |
| Arcane | +48% |
| Cold | +53% |
| All | -6% |
| Mind | +83% |
| Lightning | +60% |
| Light | +59% |
| Temporal | +48% |
| Physical | +68% |
| Darkness | +62% |
| Fire | +54% |
| Nature | +80% |
Offense: Damage Penetration
| Acid | +54% |
| Blight | +54% |
| Arcane | +54% |
| Cold | +54% |
| Lightning | +54% |
| Darkness | +62% |
| Light | +54% |
| Temporal | +54% |
| Physical | +54% |
| Mind | +64% |
| Fire | +54% |
| Nature | +54% |
Defense: Base
| Armour (hardiness) | 180.2528634366 (100%) |
| Defense | 72 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 127 |
| Spell Save | 138 |
| Mental Save | 128 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +101%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Poison Resistance | 64% |
| Blind Resistance | 91% |
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 7 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Affliction-High | 1.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Affliction | 1.50 |
| 11/5 |
| 7/5 |
| 6/5 |
| 0/5 |
| Spell / Destruction | 1.50 |
| 8/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.20 |
| 20/5 |
| 20/5 |
| 18/5 |
| 14/5 |
| Cunning / Poisons | 1.20 |
| 20/5 |
| 20/5 |
| 18/5 |
| 14/5 |
| Cunning / Shadow magic | 1.20 |
| 20/5 |
| 20/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Glyphs | 1.50 |
| 1/1 |
| 1/1 |
| 0/1 |
| 1/1 |
| 1/1 |
| 0/1 |
| 0/1 |
| 1/1 |
| 1/1 |
| 0/1 |
| 0/1 |
| Cursed / Shadows | 1.20 |
| 20/5 |
| 20/5 |
| 18/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Demonology | 1.50 |
| 14/5 |
| 10/5 |
| 5/5 |
| 1/5 |
| Spell / Air | 1.50 |
| 13/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Spell / Arcane elements | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.40 |
| 20/5 |
| 20/5 |
| 18/5 |
| 14/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.20 |
| 8/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.20 |
| 16/5 |
| 1/5 |
| 8/5 |
| 4/5 |
| Spell / Aether | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 13/5 |
| 20/5 |
| 1/5 |
| 14/5 |
| Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.30 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Scourge | 1.20 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 22/5 |
| 22/5 |
| 1/5 |
| 14/5 |
| Corruption / Vile life | 1.20 |
| 8/5 |
| 19/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Affliction-Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 11/5 |
| 9/5 |
| 5/5 |
| 0/5 |
| Spell / Shadow Aptitude | 1.50 |
| 17/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.20 |
| 11/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 22/5 |
| 22/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.40 |
| 11/5 |
| 18/5 |
| 10/5 |
| 0/5 |
| Race / Shalore | 1.20 |
| 8/5 |
| 18/5 |
| 0/5 |
| 0/5 |
| Spell / Shadow Utility | 1.30 |
| 0/5 |
| 1/1 |
| 0/1 |
| 0/1 |
| Spell / Affliction-Utility-High | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Demon Skin |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Infestation |
| talent | Leeching Poison |
| talent | Thunderstorm |
| talent | Apply Poison |
| talent | Willful Tormenter |
| talent | Unending Breath |
| talent | Call Shadows |
| talent | Arcane Feed |
| talent | Volatile Poison |
| talent | Overkill |
| talent | Daunting Presence |
| talent | Ruin |
| talent | Arcane Power |
| talent | Elemental Discord |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 10.4)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +31% critical damage, +30% off-hand weapon damage Power 2+: -1 Luck, +20 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 7.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 8.4)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +19% damage against the undead. Power 2+: -1 Luck, +8 Strength, +8 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 9. Power 4+: Reprieve from Death: Humanoids you slay have a 49% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 10.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +42 Darkness Resistance, +17% Max Darkness Resistance, +23 See Invisible Power 2+: -1 Luck, +20 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 47% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 47% for 3 turns. |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 6%). Shroud of Weakness |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+47% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.4)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +15 Defense, +7 Ranged Defense Power 2+: -1 Luck, +14 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+53% chance to avoid traps). Power 4+: Unfortunate End: There is a 39% chance that the damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
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 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 must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by Narelith. Escort: lone alchemist (level 4 of Old Forest) | failed |
Escort the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell) | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 65. | 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. | 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 within1 lumberjacks have died. | 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 | Isota the pair of hardened leather boots (Misfortune) (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: -1% Damage when hit (Melee): 8 physical Changes resistances: +7% lightning / +8% temporal Changes damage: +12% physical Life regen: +0.60 Stamina each turn: +0.40 Maximum life: +30.00 Maximum stamina: +10.00 Infravision radius: +2 Movement speed: +10% Curse of Misfortune A pair of boots made of leather. |
| Quiver | hateful quiver of ash arrows of crippling (Shrouds) (17/17, 23-32.2 power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +12.5% Capacity: 17 On weapon crit: * cripple the target Damage (Ranged): +9 darkness Damage against: +9% Living Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
| Light source | Aereziladin the dwarven lantern (Corpses)Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% blight / +7% darkness Changes damage: +11% light Damage affinity(heal): +5% light Mental save: +10 (+2 eff.) Life regen: +2.80 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Maximum hate: +2.00 Spell crit. chance: +2% Light radius: +6 See stealth: +18 See invisible: +12 Curse of Corpses It can be used to activate talent Sun Flare, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 155.68 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | linen wizard hat of knowledge (Corpses) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +3 Wil Mindpower: +4 (+1 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
| Tool | Voreta the elven-wood wand of conjuration (Madness) [power 337] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +1 Str / +2 Con Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano Maximum vim: +17.00 Curse of Madness It can be used to fire a bolt of a random element with (base) damage 168 to 337, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Pyrepain (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +4 Mag / +5 Wil / +8 Cun Changes resistances: +6% blight / +6% fire Changes damage: +6% fire Spell save: +8 (+1 eff.) Mindpower: +7 (+1 eff.) Curse of Corpses Rings can have magical properties. |
| On fingers | steel ring 'Isema' (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +5 Wil / +9 Cun / +2 Con Stamina each turn: +0.40 Mindpower: +6 (+1 eff.) Curse of Madness Rings can have magical properties. |
| Around waist | Duvohell the hardened leather belt (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +14 (+2 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances: +6% acid / +5% fire / +7% lightning / +7% cold Physical save: +7 (+1 eff.) Spell save: +8 (+1 eff.) Maximum stamina: +15.00 Size category: +2 Curse of Shrouds A belt that goes around your waist. |
| In main hand | Staff of Domination (Madness) (40-48 power, 12 apr, mind element)Requires: - Willpower 40 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 60% Mag, 60% Wil Damage type: Mind Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes damage: +30% mind Talent masteries: +0.20 Cursed / Punishments +0.20 Psionic / Focus +0.20 Spell / Illusion +0.20 Psionic / Psychic Assault Mana when firing critical spell: +10.00 Psi when firing a critical mind attack: +5.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +10% Mindpower: +30 (+6 eff.) Mental crit. chance: +10% Curse of Madness This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
| On hands | Sludgegrip (Madness) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Curse of Madness These gloves are coated with a thick, green liquid. |
| Main armor | Blackcast (Madness) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +6 Str / +6 Mag / +5 Wil / +5 Con Changes resistances: +12% lightning / +6% blight / +11% cold / +5% arcane / +6% fire Changes resistances penetration: +10% mind Changes damage: +12% lightning / +8% physical / +5% cold / +12% nature / +5% mind Poison immunity: +44% Disease immunity: +20% Psi each turn: +0.75 Maximum psi: +25.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Bykor the cashmere cloak (Shrouds) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +5 Dex / +3 Mag / +1 Wil / +8 Con Changes resistances: +14% darkness Changes resistances penetration: +8% darkness Changes damage: +14% darkness / +9% blight Talent mastery: +0.30 Technique / Combat training Stealth bonus: +5 Spell save: -15 (-2 eff.) Stamina each turn: +0.80 Mana each turn: -0.40 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Smearrigor the gold amulet (Misfortune)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Wil Changes resistances: +6% nature / +10% physical Changes damage: +15% nature Blindness immunity: +13% Stamina each turn: +0.30 Infravision radius: +6 Sight radius: +2 See invisible: +6 Curse of Misfortune Amulets can have magical properties. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Nightsong (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 Curse of Shrouds It can be used to activate talent Dark Tendrils (costing 9 power out of 50/50) : Effective talent level: 2.0 Power cost: 9 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 55 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of Fate (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Shrouds It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Afterlife (Misfortune) (40-48 power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Light Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 (+4 eff.) Spell crit. chance: +10% Curse of Misfortune Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
Gravitational Staff (Shrouds) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+3 eff.) Spell crit. chance: +7% Curse of Shrouds It can be used to activate talent Gravity Spike (costing 4 power out of 14/14) : Effective talent level: 3.0 Power cost: 4 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 269.35 physical (gravity) damage. Each target moved beyond the first increases the damage by 33.67 (up to a maximum of 134.68 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Staff of Destruction (Shrouds) (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Shrouds This unique-looking staff is carved with runes of destruction. |
elven-wood starstaff 'Cloudprophet' (Madness) (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 blight When wielded/worn: Defense: +23 (+6 eff.) Effects on melee hit: * 10% chance to disease * 9% chance to blind Damage (Melee): 6 % chance of confusion Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +17 (+2 eff.) Spell crit. chance: +12% Light radius: +4 Damage Shield penetration: +27% Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.3 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 239.30 light damage. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Scorchpower' (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +6% light / +9% darkness Changes resistances penetration: +15% fire Changes damage: +6% light / +6% fire Physical save: +8 (+1 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +8% Light radius: +1 Curse of Shrouds A belt that goes around your waist. |
kruk cloak (Nightmares) (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Curse of Nightmares A stylish kruk-style cloak, to look awesome. |
Burnwyrd the woollen robe (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +9% cold / +10% mind / +12% darkness Changes resistances penetration: +5% temporal Changes damage: +7% lightning / +7% physical / +7% cold / +12% temporal / +6% all Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +22 (+3 eff.) Spellpower: +11 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of uncanny dodging (Nightmares) (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Curse of Nightmares A pair of boots made of leather. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
518 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (Madness) (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+5 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+4 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares 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. |
scorching brass lantern of focus (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind Light radius: +2 Curse of Nightmares 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (9/9)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 44 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
Polawe the dwarven-steel torque of charged psionic shield (Misfortune) [power 65] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +6% fire Poison immunity: +20% Silence immunity: +10% Curse of Misfortune It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 65 for 7 turns, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Narelith the Shalore Warlock level 19
63rd Dusk 122nd year of Ascendancy at 00:25 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Narelith the Shalore Warlock level 10
45th Dusk 122nd year of Ascendancy at 21:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Narelith the Shalore Warlock level 8
29th Dusk 122nd year of Ascendancy at 12:11 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Narelith the Shalore Warlock level 16
62nd Dusk 122nd year of Ascendancy at 11:53 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Narelith the Shalore Warlock level 22
66th Dusk 122nd year of Ascendancy at 16:15 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Narelith the Shalore Warlock level 8
29th Dusk 122nd year of Ascendancy at 12:11 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Narelith the Shalore Warlock level 19
63rd Dusk 122nd year of Ascendancy at 00:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Narelith the Shalore Warlock level 10
45th Dusk 122nd year of Ascendancy at 19:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Narelith the Shalore Warlock level 20
66th Dusk 122nd year of Ascendancy at 09:54 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Narelith the Shalore Warlock level 17
62nd Dusk 122nd year of Ascendancy at 19:34 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Narelith the Shalore Warlock level 7
10th Flare 122nd year of Ascendancy at 21:20 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Narelith the Shalore Warlock level 11
61st Dusk 122nd year of Ascendancy at 18:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Narelith the Shalore Warlock level 7
10th Flare 122nd year of Ascendancy at 18:31 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Narelith the Shalore Warlock level 19
63rd Dusk 122nd year of Ascendancy at 00:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Narelith the Shalore Warlock level 7
5th Flare 122nd year of Ascendancy at 09:29 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Narelith the Shalore Warlock level 19
63rd Dusk 122nd year of Ascendancy at 00:25 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Narelith the Shalore Warlock level 13
62nd Dusk 122nd year of Ascendancy at 01:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Narelith the Shalore Warlock level 6
7th Mirth 122nd year of Ascendancy at 11:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Narelith the Shalore Warlock level 4
75th Pyre 122nd year of Ascendancy at 12:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Narelith the Shalore Warlock level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Narelith the Shalore Warlock level 28
5th Haze 122nd year of Ascendancy at 05:35 see stats
Log
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Today is the 11st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:08.
Ran for 3 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Narelith deactivates Call Shadows.
Narelith deactivates Unending Breath.
Narelith deactivates Infestation.
Narelith deactivates Arcane Combat.
Narelith deactivates Arcane Power.
Narelith deactivates Daunting Presence.
Narelith deactivates Volatile Poison.
Narelith deactivates Apply Poison.
Narelith deactivates Ruin.
Narelith deactivates Arcane Feed.
Narelith deactivates Overkill.
Narelith deactivates Elemental Discord.
Narelith deactivates Thunderstorm.
The furious lightning storm around Narelith calms down and disappears.
Narelith deactivates Willful Tormenter.
Narelith deactivates Shadow Combat.
Narelith deactivates Demon Skin.
Narelith deactivates Leeching Poison.
Narelith's spell attains critical power!
Narelith is surging arcane power.
Narelith's spell attains critical power!
Narelith's spell attains critical power!
Narelith's spell attains critical power!








































































































































































