









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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:
WorldEater Revival 1.7.4Original by: DevilinDupriest "A rare sub-breed of Ogre, the result of experiments to focus the...aggressive appetites shown in battle by some during the Allure Wars. Worldeaters were trained in combat, although not quite to the degree of elite warriors, but developed further quirks after experiencing the brutality of war. Each Worldeater tends to develop their own path: some have their bodies and of their enemies deformed to physical forces of the world; others, their visages are permanently marred by their powerful minds; lastly, there are those who bring the arcane into their bodies lost in the thrill of battle." 1.1.4 Mistakes were made
Because you can't start your adventure over water...
1.1.3 Descriptions, Lore, minimal stuff
Changed birth Location to Kroshkkur.
1.1.2 Spellpower Rework
Removed Talent Trees: Technique/Combat Techniques, Wild Gift/Sand Drake
Added Talent Trees: Corruptions/Black Magic, Spell/Necrosis
Too many Physical trees, making it (still) a bit confusing. Not enough Magic focused Generic Talent Trees.
1.1.1 Pugilism Emergency Fix, Physical power Rethinking
Readded Talent Tree: Technique/Pugilism (Removed by mistake)
Removed Talent Trees: Technique/Shield Defence, Technique/Shield Offence
Added Talent Trees: Technique/Combat Veteran, Technique/Superiority
Initial Talents added: Unnatural Body, Vitality (Must have "Auto-assign talent points at birth" 'Enabled' for it to work
Changed Masteries to reflect a bit of the new concept. Those directly related to changing the morphology of the body should have higher mastery than technical ones. Feel free to comment. I might have to change Physical power a bit...
1.1.0 Initial Release: Mindpower Rebalance
Removed Talent Trees: Cursed/Dark Sustenance, Wild Gift/Fungus
Added Talent Trees: Cursed/Cursed Form, Cursed/Gestures, Cursed/Cursed Form
Rewrote description of the class to reflect the remade class.
Brightwood UI 1.7.6Brightwood UI - originally by daftigod. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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.
Better Melinda Dialogue 1.7.6Removes some mean-spirited dialogue Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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: 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: Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Foxwight 1.7.4Adds the Foxwight, a class blending chaotic nature powers with insidious corrupt diseases. 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. 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 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. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Infected 1.7.6Hey! I decided to post a beta in the hopes of getting some inspiration and feedback on various mechanics. Everything from talent names to design goals to specific trees is appreciated :) The infected is afflicted by various infections; unique diseases which they spread to their enemies upon touch. These slow, durable melee fighters can use both attacks and magic to afflict their enemies with a plethora of diseases, eventually killing anything. They lack mobility but have many ways to heal and reduce damage. Infected relies on strength, magic and constitution.
Thanks to: Since I'm looking for feedback I'll share what I'm looking for feedback on and my future plans. (No reason to read this before trying the mod ;) Intended Strengths: + Has damage smear, which makes infected really hard to burst in a single round. +Great healing and durability. + Good damage after a while, unlike bulwark where you get fights that just seem to go on forever. Intended Weaknesses: Have I managed/failed to achieve any of these? Are some of these are just bad ideas? --- Problems, Plans and Thoughts --- -An unarmed tree! Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. 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 Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Semi-Roguelike (mild) |
| Sex | Male |
| Race | Skeleton |
| Class | Hollowed |
| Level / Exp | 15 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted sandworm at level 15 on the 6th Haze 122nd year of Ascendancy at 03:34 / 1 |
Primary Stats
| Strength | 53 (base 40) |
| Dexterity | 24 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 44 (base 30) |
| Cunning | 29 (base 14) |
Resources
| Life | -95/466 |
| Hate | 99/100 |
| Healing Factor | 0.96433083497851 |
| Regeneration | 2.1697443787016 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 28 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +31% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 47.717011280365 (78.903125182002%) |
| Defense | 36 |
| Ranged Defense | 41 |
| Fatigue | 35 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 40%( 74%) |
| Mind | + 36%( 74%) |
| Fire | + 21%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 0% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 24% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Resentment | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Isolation | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Repercussions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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. | active |
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost wyrmic (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +8. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Dagemas' (Nightmares) (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +2% Resists +6% lightning +6% fire Phys.save +3 (+2 eff.) Max.HP +40.00 ---------- misc Infravis +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Yaroyasarig'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 11 mind ----- def ----- Defense +20 (+8 eff.) Resists +6% mind +3% light Crit.chn- 10.00% Spell.save +3 (+2 eff.) HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Stalker's Woevagrant the rough leather cap (Shrouds) (2 def, 5 armour)2.0 T1 head armor [Unique] Master/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +11% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +5 Defense +2 (+2 eff.) Fatigue +1% Resists +15% darkness +15% mind Curse of Shrouds A cap made of leather. Your inner turmoil engulfs this armor. |
| Tool | elm totem of healing [power 116] (15/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Hellbolt' (Corpses)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Res.pen +5% fire ----- def ----- Resists +5% fire +15% cold Die.at -40.00 life Curse of Corpses A belt that goes around your waist. |
| In main hand | Desolate Steel greatsword of crippling (Madness) (135% power, 17 apr)3.0 T2 greatsword 2H weapon [Unique] Master/Psionic Power 136% Range: 1.6x Uses 0% Wil, 120% Str Dmg Darkness Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +17 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +15% darkness Curse of Madness Massive two-handed swords. Your inner turmoil engulfs this weapon. |
| On hands | Flamewrought (Corpses) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 50.75 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Stalker's Superhard iron mail armour (Nightmares) (5 def, 22 armour)14.0 T1 heavy armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +5% darkness ----- def ----- Armour +22 Hardiness +6% Defense +5 (+3 eff.) Fatigue +32% Resists +15% darkness +15% mind Curse of Nightmares A suit of armour made of mail. Your inner turmoil engulfs this armor. |
| Cloak | Branechak (Nightmares) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +9 (+4 eff.) Die.at -40.00 life Max.HP +20.00 Silence- +20% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets make your neck look great! |
Inventory
teleportation rune (range 26; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Nerossra the Sunfist0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Res.pen +15% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +6% blight +6% fire ---------- misc Vim/s.crit +2.00 Max.vim +6.00 Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
Desolate Iron battleaxe of daylight (Shrouds) (114% power, 9 apr)3.0 T1 battleaxe 2H weapon [Unique] Arcane/Master/Psionic Power 115% Range: 1.5x Uses 0% Wil, 120% Str Dmg Darkness Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +4.5% Atk.spd 100% Melee+ +7 light Against +12% Undead While equipped: dps ---------- Dmg.mod +15% darkness Curse of Shrouds Massive two-handed battleaxes. Your inner turmoil engulfs this weapon. |
Bill's Tree Trunk (Corpses) (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 0% Wil, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Corpses Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Desolate Shiverwither (Misfortune) (120% power, 9 apr)5.0 T1 greatmaul 2H weapon [Unique] Master/Psionic Power 121% Range: 1.5x Uses 0% Wil, 120% Str Dmg Darkness Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +0.5% Atk.spd 100% On Hit: * 25% chance to afflict the target with Haywire, causing 113 Lightning damage over 5 turns and giving them a 17% chance to fail using talents. While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% lightning +15% darkness Melee Ret 2 cold ----- def ----- Resists +6% mind ---------- misc Max.psi +10.00 Curse of Misfortune Massive two-handed mauls. Your inner turmoil engulfs this weapon. |
Desolate Time-lost iron greatmaul of phasing (Shrouds) (121% power, 21 apr)5.0 T1 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 122% Range: 1.5x Uses 0% Wil, 120% Str Dmg Darkness Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +0.5% Atk.spd 100% Phasing +14% On Hit: * 25% chance to afflict the target with Wasting, causing 55 Temporal damage over 5 turns. While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +15% darkness +10% temporal Curse of Shrouds Massive two-handed mauls. Your inner turmoil engulfs this weapon. |
Desolate Iron greatsword (Madness) (126% power, 9 apr)3.0 T1 greatsword 2H weapon [Unique] Master/Psionic Power 126% Range: 1.6x Uses 0% Wil, 120% Str Dmg Darkness Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% darkness Curse of Madness Massive two-handed swords. Your inner turmoil engulfs this weapon. |
truestriking iron greatsword of daylight (Nightmares) (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Arcane/Master Power 113% Range: 1.6x Uses 0% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 light Against +10% Undead While equipped: dps ---------- Res.pen +9% physical Acc +10 (+5 eff.) Apr +9 Curse of Nightmares Massive two-handed swords. |
dwarven-steel waraxe 'Greenstar' (Shrouds) (117% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 117% Range: 1.4x Uses 0% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 nature On Hit: * 10% chance to slow global speed by 52% * 25% chance to afflict the target with Bleed, causing 175 Physical damage over 5 turns. On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +17% physical Res.pen +5% darkness Acc +6 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 52% Curse of Shrouds One-handed war axes. |
steel dagger (Misfortune) (103% power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 104% Range: 1.3x Uses 50% Wil, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Curse of Misfortune Sharp, short and deadly. |
dwarven-steel shield 'Hellschism' (Misfortune) (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% fire On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Melee Ret 2 acid ----- def ----- Armour +6 Fatigue +8% Resists +3% light +21% fire ---------- misc Light +3 Talents +1 Block Curse of Misfortune Handheld deflection devices. |
rough leather armour (Nightmares) (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Curse of Nightmares A suit of armour made of leather. |
Skin of Many (Corpses) (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+5 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth Curse of Corpses The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Stalker's Prismatic steel mail armour of acid resistance (Nightmares) (5 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +12% Resists +17% acid +10% light +25% darkness +15% mind Curse of Nightmares A suit of armour made of mail. Your inner turmoil engulfs this armor. |
Stalker's Iron plate armour of resilience (Shrouds) (2 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +5% darkness ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +22% Resists +15% darkness +15% mind Max.HP +21.00 Curse of Shrouds A suit of armour made of metal plates. Your inner turmoil engulfs this armor. |
cleansing rough leather belt of the armsmaster (Madness)1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% acid +5% blight Phys.save +6 (+3 eff.) Curse of Madness A belt that goes around your waist. |
linen cloak 'Unlightknave' (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% acid +9% darkness Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Mind.save +5 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Oledentir (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% lightning +12% nature +12% acid Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of deftness (Madness) (4 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +2% ---------- misc Infravis +1 Curse of Madness Disengage: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of tirelessness (Nightmares) (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of strength (+3) (Misfortune) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Stalker's Blindkiller (Corpses) (4 def, 4 armour)2.0 T1 head armor [Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +11% lightning +14% darkness Res.pen +5% darkness +10% mind ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +16% lightning +15% darkness +15% mind Mind.save +6 (+3 eff.) ---------- misc Max.hate +4.00 Curse of Corpses A pointy cloth hat, very wizardly... Your inner turmoil engulfs this armor. |
Stalker's Layusemira the Carrionsmasher (Madness) (4 def, 4 armour)2.0 T1 head armor [Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +10% mind +5% darkness Res.pen +20% nature Melee Ret 2 nature ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +25% mind +3% nature +21% darkness Curse of Madness A pointy cloth hat, very wizardly... Your inner turmoil engulfs this armor. |
insulating iron helm of the citadel (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +7% cold ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 6.13% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
40 alchemist agate0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
charged brass lantern2.0 T1 lite [Ego] Steamtech While equipped: dps ---------- Melee Ret 11 lightning ----- def ----- Resists +5% lightning ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing elm totem of stinging [power 122] (15/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Glyramira the Umbrawhisper [power 266] (15/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +6% fire +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +9% darkness Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Slerko the Skeleton Hollowed level 10
57th Dusk 122nd year of Ascendancy at 21:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Slerko the Skeleton Hollowed level 5
48th Dusk 122nd year of Ascendancy at 21:35 see stats
Log
Corrupted sandworm misses Slerko.
Corrupted sandworm is recovering from the damage!
Slerko harrows corrupted sandworm!
Decrepitude Disease from Corrupted sandworm hits Slerko for (1 absorbed), 0 mind, (1 absorbed), 0 darkness, (12 absorbed), 0 blight (0 total damage).
Weakness Disease from Corrupted sandworm hits Slerko for (0 absorbed), 0 mind, (0 absorbed), 0 darkness, (5 absorbed), 0 blight (0 total damage).
Corrupted sandworm hits Slerko for (1 absorbed), 0 mind, (1 absorbed), 0 darkness, (29 absorbed), 0 physical, (3 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Corrupted sandworm for 5 mind damage.
Curse of Nightmares hits Corrupted sandworm for 11 mind, 14 darkness (25 total damage).
Slerko hits Corrupted sandworm for 44 darkness damage.
Corrupted sandworm uses Shattering Blow.
Your shield crumbles under the damage!
The shield around Slerko crumbles.
Slerko harrows corrupted sandworm!
Slerko's armour is damaged!
Corrupted sandworm hits Slerko for (2 absorbed), 0 mind, (3 absorbed), 0 darkness, (52 absorbed), 11 physical, 3 darkness (15 total damage).
Weakness Disease from Corrupted sandworm hits Slerko for (0 absorbed), 0 mind, (0 absorbed), 0 darkness, (5 absorbed), 0 blight (0 total damage).
Melee retaliation hits Corrupted sandworm for 4 mind damage.
Curse of Nightmares hits Corrupted sandworm for 5 mind, 7 darkness (12 total damage).
Slerko hits Corrupted sandworm for 34 darkness damage.
Corrupted sandworm casts Drain.
Slerko harrows corrupted sandworm!
Corrupted sandworm hits Slerko for 2 mind, 3 darkness, 56 blight (60 total damage).
Weakness Disease from Corrupted sandworm hits Slerko for 0 mind, 0 darkness, 5 blight (5 total damage).
Curse of Nightmares hits Corrupted sandworm for 11 mind, 7 darkness (18 total damage).
Corrupted sandworm casts Soul Rot.
Weakness Disease from Corrupted sandworm hits Slerko for 0 mind, 1 darkness, 12 blight (13 total damage).
Corrupted sandworm's Soul Rot hits Slerko for 2 mind, 3 darkness, 66 blight (71 total damage).
Slerko the level 15 skeleton hollowed was tainted to death by corrupted sandworm on level 1 of Sandworm lair.




































































