Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Alternate Zones Option 1.0.6Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.0.6Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.1.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.1 1.1.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.1.4A collection of tweaks for existing ToME content. Items Vault 1.1.2Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. 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. Midnight 1.1.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. magebow class v17 1.1.5Necromancy+ 1.1.5Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice New Gem Types 1.1.5Adds 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! The lost city of Vulcus (1.1a) 1.1.1The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Use Item Shortcuts 1.0.6Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 23932% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Abomination at level 50 on the 43rd Dusk 122nd year of Ascendancy at 06:48 / 1 |
Primary Stats
| Strength | 500.46274908656 (base 60) |
| Dexterity | 485.92549817312 (base 60) |
| Constitution | 441.92549817312 (base 60) |
| Magic | 362.46274908656 (base 60) |
| Willpower | 430.92549817312 (base 60) |
| Cunning | 434.92549817312 (base 60) |
Resources
| Mana | 2109/2134 |
| Equilibrium | 20 |
| Vim | 296/296 |
| Life | 2947/2947 |
| Stamina | 1279/1279 |
| Hate | 48/100 |
| Healing Factor | 0.74143089231727 |
| Regeneration | 0.18535772307932 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 33 |
| Infravision | 163 |
| See Stealth | 584.24621048836 |
| See Invisible | 1503.8190406203 |
Offense: Mainhand
| Damage | 19758 |
| Accuracy | 1000 |
| Crit Chance | 157% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 115.07712484776 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 163.76104694819 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +28% |
| Physical | +53% |
| Cold | +19% |
| All | +11% |
| Lightning | +421% |
| Light | +1528% |
| Temporal | +21% |
| Mind | +21% |
| Darkness | +26% |
| Fire | +1839% |
| Arcane | +17% |
Offense: Damage Penetration
| Mind | +30% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 7064.2 (100%) |
| Defense | 1000 |
| Ranged Defense | 1000 |
| Fatigue | 0 |
| Physical Save | 108.36431442348 |
| Spell Save | 102.50598109015 |
| Mental Save | 111.89964145353 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 92%( 92%) |
| Cold | + 70%( 70%) |
| All | +339%( 70%) |
| Darkness | + 97%( 97%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 99% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1689 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1605 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 1424 life, and cure one cut or wound effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 1295 life, and cure one cut or wound effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 501.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 501.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 501.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 501.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 501.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 501.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 501.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 501.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 501.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 501.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Through The Crowd |
| talent | Fiery Hands |
| talent | Daunting Presence |
| talent | Shock Hands |
| talent | Keen Senses |
| talent | Lacerating Strikes |
| talent | Stalk |
| talent | Repel |
| talent | Inner Power |
| talent | Gloom |
| talent | Phantasmal Shield |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Chant of Light |
| talent | Blur Sight |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 61.5)Penalty : Fractured Sanity: -1% Mind Resistance, -1% Confusion Immunity Power 1+: Unleashed: +184% critical damage, +45% off-hand weapon damage Power 2+: -1 Luck, +122 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 5.3% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / orc with 100% effectiveness. Kills: 264 / 689 kills, Damage: +325% / +751%, Attack: +635 / +1572, Stun: -- / 63.3%, Outmaneuver: 69.7% / 87.7% Predator |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+317% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 62.5)Penalty : Fear of Death: +0% resistance against damage from the undead. Power 1+: Power over Death: +127% damage against the undead. Power 2+: -1 Luck, +62 Strength, +62 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 63. Power 4+: Reprieve from Death: Humanoids you slay have a 86% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is mimicking a previous victim. (+86 Strength, +58 Dexterity, +6 Magic, +10 Willpower, +10 Cunning, +16 Constitution) Mimic |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 64.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 0%) for 4 turns. Power 1+: Nightwalker: +258 Darkness Resistance, +27% Max Darkness Resistance, +131 See Invisible Power 2+: -1 Luck, +128 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 317% 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 317% for 3 turns. |
| beneficial effect | Increases physical save, spell save, and mental save by 20. Through The Crowd |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 62.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 0% when tested. Power 1+: Removed from Reality: +63 Physical Resistance, +22 Maximum Physical Resistance Power 2+: -1 Luck, +124 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 43 air and an additional 10 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 122 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 64.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +129 Defense, +64 Ranged Defense Power 2+: -1 Luck, +128 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+92% chance to avoid traps). Power 4+: Unfortunate End: There is a 80% chance that the damage you deal will increase by 49% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by oozing horror. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +1. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 1358. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed warg claw. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of squid ink. * You've found the needed hummerhorn wing. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You entered a temporal rift on level 2 of the Ardhungol and found yourself outside an underground city of dwarves. The Lost City of VulcusWhile exploring the town, it came under seige. You failed to save the Dwarven artisans from the Orcish onslaught. | failed |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) (Misfortune) Boots of the Hunter (2 def, 12 armour) (Misfortune)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Curse of Misfortune It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 1 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Arkul's Seige Arrows (14/14, 68-95.2 power, 100 apr) (Misfortune) Arkul's Seige Arrows (14/14, 68-95.2 power, 100 apr) (Misfortune)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. Curse of Misfortune These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | Umbraphage (Corpses) Umbraphage (Corpses)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. Curse of Corpses It can be used to release the absorbed darkness, costing 1 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Crown of the Elements (0 def, 5 armour) (Corpses) Crown of the Elements (0 def, 5 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Changes damage: +8% fire / +8% cold / +8% lightning / +8% acid See invisible: +15 Curse of Corpses This jeweled crown shimmers with colors. |
| Tool | The Bladed Rift (Misfortune) The Bladed Rift (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Curse of Misfortune It can be used to activate talent Animate Blade (costing 1 power out of 25/25) : Effective talent level: 1.0 Power cost: 1 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Ring of the War Master (Shrouds) Ring of the War Master (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Archery prowess +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Grappling +0.30 Technique / Combat veteran +0.30 Technique / Archery excellence +0.30 Technique / Superiority +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Unarmed training +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Shrouds A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | gladiator's voratun ring of speed (Madness) gladiator's voratun ring of speed (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 Physical power: +10 Defense: +11 Changes stats: +7 Str / +7 Con Movement speed: +20% Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 1 cooldown : Effective talent level: 2.6 Power cost: 1 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. |
| Around waist | Zubedhewen (Nightmares) Zubedhewen (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 Changes resistances: +5% arcane / +10% fire / +12% cold Changes damage: +6% arcane / +3% blight Critical mult.: +9.00% Spell save: +7 Curse of Nightmares A belt that goes around your waist. |
| In main hand | Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) (Shrouds) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) (Shrouds)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage when this weapon hits: +30 fire When wielded/worn: Changes damage: +15% physical Curse of Shrouds The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) (Shrouds) Dakhtun's Gauntlets (0 def, 6 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage when this weapon hits: +20 arcane Curse of Shrouds Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | searing voratun plate armour of command (21 def, 23 armour) (Misfortune) searing voratun plate armour of command (21 def, 23 armour) (Misfortune)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +21 Fatigue: +26% Changes stats: +4 Cun Damage when the wearer hits(melee): 13 fire / 19 acid Damage when the wearer is hit: 16 fire / 11 acid Changes resistances: +22% fire / +21% acid Mental save: +18 Curse of Misfortune A suit of armour made of metal plates. |
| Cloak | Guise of the Hated (14 def, 0 armour) (Shrouds) Guise of the Hated (14 def, 0 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 Changes stats: +4 Dex / +8 Wil / +6 Cun Damage when the wearer is hit: 30 mind Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.10 Cursed / Gloom +0.10 Cursed / Darkness Stealth bonus: +12 Mental save: +10 Hate per kill: +5.00 Mindpower: +8 Mental crit. chance: +4% Curse of Shrouds It can be used to activate talent Creeping Darkness (costing 1 power out of 18/18) : Effective talent level: 4.4 Power cost: 1 out of 18/18. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 111 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | warmaker's voratun amulet of soulsearing (Nightmares) warmaker's voratun amulet of soulsearing (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +9 Dex / +8 Wil Changes damage: +11% fire / +14% blight Critical mult.: +16.00% Spellpower: +11 Curse of Nightmares Amulets can have magical properties. |
Inventory
Rune of the Rift (1873.70 temporal damage, removed from time 4 turns) Rune of the Rift (1873.70 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 2267.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Zemekkys' Broken Hourglass (Corpses) Zemekkys' Broken Hourglass (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Curse of Corpses It can be used to activate talent Wormhole (costing 1 power out of 20/20) : Effective talent level: 4.0 Power cost: 1 out of 20/20. Range: 12.0 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
wanderer's steel amulet of manastreaming (Nightmares) wanderer's steel amulet of manastreaming (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +1 Mag / +4 Cun / +3 Con Life regen: +0.50 Stamina each turn: +0.40 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Movement speed: +10% Curse of Nightmares Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Gatolabar the Kindlequick (Misfortune) Gatolabar the Kindlequick (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +23 Armour penetration: +13 Armour: +6 Defense: +13 Changes stats: +7 Dex / +8 Cun / +4 Con Changes resistances: +3% blight Changes damage: +6% arcane / +6% fire Spell save: +16 Teleport immunity: +15% Maximum stamina: +27.00 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring of misery (Misfortune) steel ring of misery (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun Damage when the wearer hits(melee): 20 bleed / 10 gloom Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Treedash (68-102 power, 4 apr) (Madness) Treedash (68-102 power, 4 apr) (Madness)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 nature / +4 acid Burst (radius 1) on hit: +12 mind / +4 nature Burst (radius 2) on crit: +4 mind Damage conversion: 57% fire When wielded/worn: Armour penetration: +16 Physical crit. chance: +18.0% Damage when the wearer hits(melee): 8 nature Changes resistances penetration: +16% physical / +16% fire Changes damage: +15% physical Global speed: +6% Curse of Madness Massive two-handed maul. |
Turiderain (59-82.6 power, 6 apr) (Madness) Turiderain (59-82.6 power, 6 apr) (Madness)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +10 mind When wielded/worn: Physical power: +11 Changes stats: +4 Con Changes resistances penetration: +15% mind / +7% physical Mental save: +6 Disarm immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Life regen bonus (wilder-summons): +3.00 Curse of Madness It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 1 cooldown. Sharp, long, and deadly. |
Twilight's Edge (47-65.8 power, 7 apr) (Nightmares) Twilight's Edge (47-65.8 power, 7 apr) (Nightmares)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% Special effect when this weapon crits: release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 Spell crit. chance: +4% Light radius: +1 Curse of Nightmares The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Ureslak's Femur (52-72.8 power, 5 apr) (Shrouds) Ureslak's Femur (52-72.8 power, 5 apr) (Shrouds)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to shimer to a different hue and gain powers Curse of Shrouds A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
Alchemist's Sling (Shrouds) Alchemist's Sling (Shrouds)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Accuracy: +10 Changes stats: +10 Dex Changes resistances: +20% fire Changes damage: +20% fire Talent masteries: +0.20 Spell / Explosive admixtures +0.20 Spell / Fire alchemy Spellpower: +20 Can use alchemist's gems as ammo. Curse of Shrouds Slightly charred and smells like brimstone. A bit like that halfling hermit. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. Maximum positive energy: +50.00 Maximum negative energy: +50.00 It can be used to absorb energies, costing 2 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) (Misfortune) Telos's Staff (Bottom Half) (Misfortune)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% cold / +20% acid Critical mult.: +20.00% Mental save: +8 Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Misfortune The bottom part of Telos's broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) (Shrouds) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) (Shrouds)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% Curse of Shrouds The top part of Telos's broken staff. |
Legacy of the Naloren (84-117.6 power, 20 apr) (Shrouds) Legacy of the Naloren (84-117.6 power, 20 apr) (Shrouds)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +15% cold / +10% acid / +20% nature Changes damage: +25% nature / +15% cold / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 Mental crit. chance: +12% Light radius: +2 Curse of Shrouds It can be used to activate talent Implode (costing 1 power out of 60/60) : Effective talent level: 2.0 Power cost: 1 out of 60/60. Range: 3.0 Travel Speed: instantaneous Is: a mind power Description: Crush the target mercilessly with constant, bone-shattering pressure, slowing it by 50% for 5 turns and dealing 131 damage each turn. The duration and damage will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This incredibly beautiful-and powerful-trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Oozeflash the hardened leather belt (Nightmares) Oozeflash the hardened leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +4 Str / +4 Con Damage when the wearer is hit: 16 nature Changes resistances penetration: +10% nature / +5% temporal Changes damage: +3% temporal Physical save: +10 Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Eremodin (2 def, 0 armour) (Nightmares) Eremodin (2 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +7% fire / +6% cold / +7% lightning / +13% acid Changes resistances penetration: +10% acid Mana when firing critical spell: +2.00 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. |
Tarrokalthozilazor (3 def, 0 armour) (Madness) Tarrokalthozilazor (3 def, 0 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Ranged Defense: +4 Changes stats: +4 Cun / +4 Dex Changes resistances: +6% blight Poison immunity: +20% Knockback immunity: +15% 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. |
Ivoyawyn the Starblur (0 def, 5 armour) (Corpses) Ivoyawyn the Starblur (0 def, 5 armour) (Corpses)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when the wearer hits(melee): 6 nature / 2 acid Damage when the wearer is hit: 12 light Changes damage: +6% light Physical save: +25 Spell save: +23 Mental save: +29 Light radius: +3 Movement speed: +20% Curse of Corpses A pair of boots made of leather. |
pair of dwarven-steel boots of disengagement (0 def, 4 armour) (Misfortune) pair of dwarven-steel boots of disengagement (0 def, 4 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Dex Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 1.0 Power cost: 1 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) (Shrouds) Gloves of the Firm Hand (0 def, 8 armour) (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +7.0% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Shrouds These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
heroic dwarven-steel gauntlets (0 def, 6 armour) (Nightmares) heroic dwarven-steel gauntlets (0 def, 6 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +8 Maximum life: +46.00 When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (13 def, 0 armour) (Shrouds) Crown of Burning Pain (13 def, 0 armour) (Shrouds)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Shrouds It can be used to activate talent Meteor Rain (costing 1 power out of 50/50) : Effective talent level: 2.0 Power cost: 1 out of 50/50. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 4527.64 fire and 357.20 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Eternal Night (0 def, 3 armour) (Shrouds) Crown of Eternal Night (0 def, 3 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Shrouds This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use. |
bladed dwarven-steel helm of knowledge (0 def, 4 armour) (Corpses) bladed dwarven-steel helm of knowledge (0 def, 4 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Wil / +4 Cun Damage when the wearer is hit: 6 physical Mindpower: +4 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.9 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2474.90 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing drakeskin leather cap of precognition (7 def, 5 armour) (Nightmares) stabilizing drakeskin leather cap of precognition (7 def, 5 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 Armour: +5 Defense: +7 Fatigue: +5% Changes stats: +5 Cun Physical save: +20 Curse of Nightmares A cap made of leather. |
werebeast's voratun helm of precognition (9 def, 5 armour) (Misfortune) werebeast's voratun helm of precognition (9 def, 5 armour) (Misfortune)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 Armour: +5 Defense: +9 Fatigue: +5% Changes stats: +3 Str / +5 Dex / +11 Cun / +3 Con Changes resistances: -24% light Life regen: +4.80 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mail of the Kar'Krul (10 def, 14 armour) (Corpses) Mail of the Kar'Krul (10 def, 14 armour) (Corpses)Requires: - Magic 20 - Strength 40 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +14% Changes stats: +10 Mag Damage when the wearer is hit: 20 ice Changes resistances: +30% arcane / +30% cold / +30% darkness / +30% light Spell save: +20 Lowers spell cool-downs by: 10% Curse of Corpses It can be used to activate talent Shatter (costing 1 power out of 50/50) : Effective talent level: 5.0 Power cost: 1 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Shatter all frozen or stoned targets in your line of sight, doing 548.18 cold damage. Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50% critical chance against Normal rank * +25% critical chance against Elites or Bosses At most, it will affect 7 foes. Creatures with Frozen Feet will also be affected, but will only take half damage. The damage will increase with your Spellpower. While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection. |
Borfast's Cage (10 def, 15 armour) (Nightmares) Borfast's Cage (10 def, 15 armour) (Nightmares)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Nightmares Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Plate Armor of the King (15 def, 20 armour) (Madness) Plate Armor of the King (15 def, 20 armour) (Madness)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Curse of Madness Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
mummy wrappings of the deep (5 def, 5 armour) (Corpses) mummy wrappings of the deep (5 def, 5 armour) (Corpses)Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +5 Defense: +5 Fatigue: +2% Changes resistances: -25% fire / +7% cold / +8% acid Allows you to breathe in: water Curse of Corpses Decaying mummy wrappings. |
Summertide (17 def, 5 armour, 260 block) (Shrouds) Summertide (17 def, 5 armour, 260 block) (Shrouds)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 Curse of Shrouds It can be used to send out a beam of light, costing 1 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Timekeeper (19 def, 7 armour, 220 block) (Misfortune) Timekeeper (19 def, 7 armour, 220 block) (Misfortune)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +19 Ranged Defense: +13 Fatigue: +6% Changes resistances: +21% arcane / +21% cold / +21% blight / +21% darkness / +21% temporal Talent granted: +6 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. Curse of Misfortune This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Unsetting Sun (16 def, 9 armour, 280 block) (Corpses) Unsetting Sun (16 def, 9 armour, 280 block) (Corpses)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +17 Fatigue: +14% Changes resistances: +30% darkness / +30% blight Talent granted: +5 Block Spell save: +19 Light radius: +2 Curse of Corpses When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
4 black pearl 4 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 hematite 5 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% When used as an alchemist bomb: Life regen 4% of max life 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: +10% When used to imbue an object: Stun/Freeze immunity: +10% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
7 obsidian 7 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
agate 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
51 alchemist agate (Madness) 51 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. |
2 aquamarine 2 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 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 Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns) (Madness) iron pickaxe of endurance (dig speed 37 turns) (Madness)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. |
74 alchemist malachite (Nightmares) 74 alchemist malachite (Nightmares)0.00 Encumbrance. Type: alchemist-gem / green ; tier 2 When used as an alchemist bomb: Additional 20 acid damage Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
7 malachite 7 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
Elomira the Puresever (Shrouds) Elomira the Puresever (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 16 dreamforge Damage when the wearer is hit: 16 dreamforge Changes resistances: +7% mind / +9% blight / +6% acid / +7% fire Changes damage: +6% nature Spell save: +6 Mental save: +8 Light radius: +7 See stealth: +10 See invisible: +11 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's Eye (Corpses) Fortune's Eye (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 Curse of Corpses It can be used to activate talent Track (costing 1 power out of 35/35) : Effective talent level: 2.0 Power cost: 1 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 70 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot (Nightmares) Prox's Lucky Halfling Foot (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. Curse of Nightmares 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 course 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 it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
76 alchemist bloodstone (Shrouds) 76 alchemist bloodstone (Shrouds)0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage Curse of Shrouds Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
5 carnelian 5 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% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
Rod of Recall (133/133) Rod of Recall (133/133)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 3 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 Chest 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 is 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. |
7 enormous geode 7 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 geode 4 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
10 large geode 10 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
small geode 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% Gems can be sold for money or used in arcane rituals. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
5 amethyst 5 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% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
ametrine 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% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
5 kunzite 5 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 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% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
12 tanzanite 12 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 1 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
3 zircon 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 When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 6 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 3 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 4 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Soth the Cornac Cursed level 50
1st Time of Equilibrium 122nd year of Ascendancy at 22:31 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Soth the Cornac Cursed level 39
6th Flare 122nd year of Ascendancy at 14:24 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Soth the Cornac Cursed level 50
78th Dusk 122nd year of Ascendancy at 23:54 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Soth the Cornac Cursed level 50
75th Dusk 122nd year of Ascendancy at 07:52 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Soth the Cornac Cursed level 50
17th Haze 122nd year of Ascendancy at 13:44 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Soth the Cornac Cursed level 50
35th Haze 122nd year of Ascendancy at 09:56 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Soth the Cornac Cursed level 50
3rd Allure 123rd year of Ascendancy at 17:37 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Soth the Cornac Cursed level 50
15th Haze 122nd year of Ascendancy at 00:53 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Soth the Cornac Cursed level 50
50th Haze 122nd year of Ascendancy at 08:33 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Soth the Cornac Cursed level 50
10th Decay 122nd year of Ascendancy at 19:20 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Soth the Cornac Cursed level 50
11st Haze 122nd year of Ascendancy at 20:26 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Soth the Cornac Cursed level 15
1st Mirth 122nd year of Ascendancy at 11:17 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Soth the Cornac Cursed level 50
41st Dusk 122nd year of Ascendancy at 10:33 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Soth the Cornac Cursed level 50
50th Regrowth 123rd year of Ascendancy at 04:19 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Soth the Cornac Cursed level 44
6th Flare 122nd year of Ascendancy at 23:50 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Soth the Cornac Cursed level 37
9th Mirth 122nd year of Ascendancy at 06:41 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Soth the Cornac Cursed level 46
16th Dusk 122nd year of Ascendancy at 18:28 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Soth the Cornac Cursed level 50
48th Regrowth 123rd year of Ascendancy at 19:57 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Soth the Cornac Cursed level 50
23rd Haze 122nd year of Ascendancy at 20:03 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Soth the Cornac Cursed level 39
6th Flare 122nd year of Ascendancy at 13:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Soth the Cornac Cursed level 50
35th Haze 122nd year of Ascendancy at 10:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Soth the Cornac Cursed level 10
77th Pyre 122nd year of Ascendancy at 02:16 see stats
Level 20 (Roguelike)
Got a character to level 20.By Soth the Cornac Cursed level 20
3rd Mirth 122nd year of Ascendancy at 04:53 see stats
Level 30 (Roguelike)
Got a character to level 30.By Soth the Cornac Cursed level 30
5th Mirth 122nd year of Ascendancy at 11:14 see stats
Level 40 (Roguelike)
Got a character to level 40.By Soth the Cornac Cursed level 40
6th Flare 122nd year of Ascendancy at 19:38 see stats
Level 50 (Roguelike)
Got a character to level 50.By Soth the Cornac Cursed level 50
17th Dusk 122nd year of Ascendancy at 16:14 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Soth the Cornac Cursed level 50
48th Regrowth 123rd year of Ascendancy at 11:18 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Soth the Cornac Cursed level 18
2nd Mirth 122nd year of Ascendancy at 08:13 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Soth the Cornac Cursed level 50
45th Dusk 122nd year of Ascendancy at 05:57 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Soth the Cornac Cursed level 50
77th Haze 122nd year of Ascendancy at 23:16 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Soth the Cornac Cursed level 50
11st Haze 122nd year of Ascendancy at 04:17 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Soth the Cornac Cursed level 1
74th Pyre 122nd year of Ascendancy at 11:48 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Soth the Cornac Cursed level 1
74th Pyre 122nd year of Ascendancy at 11:48 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Soth the Cornac Cursed level 50
11st Haze 122nd year of Ascendancy at 21:57 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Soth the Cornac Cursed level 50
50th Regrowth 123rd year of Ascendancy at 04:17 see stats
Take you with me (Roguelike)
Killed a boss while already dead.By Soth the Cornac Cursed level 50
43rd Dusk 122nd year of Ascendancy at 06:48 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Soth the Cornac Cursed level 39
6th Flare 122nd year of Ascendancy at 14:24 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Soth the Cornac Cursed level 39
6th Flare 122nd year of Ascendancy at 14:24 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Soth the Cornac Cursed level 50
61st Dusk 122nd year of Ascendancy at 19:21 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Soth the Cornac Cursed level 50
50th Regrowth 123rd year of Ascendancy at 04:19 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Soth the Cornac Cursed level 5
75th Pyre 122nd year of Ascendancy at 11:06 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Soth the Cornac Cursed level 15
79th Pyre 122nd year of Ascendancy at 11:06 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Soth the Cornac Cursed level 50
79th Haze 122nd year of Ascendancy at 23:43 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers compound.By Soth the Cornac Cursed level 50
61st Dusk 122nd year of Ascendancy at 13:36 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Soth the Cornac Cursed level 15
1st Mirth 122nd year of Ascendancy at 11:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Soth the Cornac Cursed level 15
1st Mirth 122nd year of Ascendancy at 11:17 see stats
Unstoppable (Roguelike)
Returned from the dead.By Soth the Cornac Cursed level 50
43rd Dusk 122nd year of Ascendancy at 06:48 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Soth the Cornac Cursed level 50
78th Dusk 122nd year of Ascendancy at 17:43 see stats
Log
You gain 20.00 gold from the transmogrification of pearl.
You gain 8.73 gold from the transmogrification of storm drakeskin leather gloves of dispersion (0 def, 3 armour) (Shrouds).
You extract pearl from reinforced pair of voratun boots (0 def, 12 armour) (Madness)
You gain 20.00 gold from the transmogrification of pearl.
You extract emerald from dreamer's pair of voratun boots of phasing (0 def, 5 armour) (Madness)
You gain 20.00 gold from the transmogrification of emerald.
You gain 6.44 gold from the transmogrification of blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour) (Shrouds).
You gain 6.47 gold from the transmogrification of spellwoven elven-silk robe of life (5 def, 0 armour) (Madness).
You extract enormous geode from voratun waraxe of shearing (39-54.6 power, 6 apr) (Corpses)
You gain 20.00 gold from the transmogrification of enormous geode.
You extract tanzanite from hateful voratun waraxe of the mystic (39.5-55.3 power, 6 apr) (Corpses)
You gain 20.00 gold from the transmogrification of tanzanite.
You extract tanzanite from elemental voratun waraxe of torment (40-56 power, 6 apr) (Madness)
You gain 20.00 gold from the transmogrification of tanzanite.
You gain 7.56 gold from the transmogrification of shimmering dragonbone vilestaff of projection (30-36 power, 6 apr, darkness damage) (Madness).
You gain 9.88 gold from the transmogrification of blighted dragonbone vilestaff of blasting (30-36 power, 6 apr, darkness damage) (Madness).
You extract emerald from warbringer's voratun dagger of corruption (38-49.4 power, 9 apr) (Madness)
You gain 20.00 gold from the transmogrification of emerald.
You extract pearl from insidious voratun dagger of nature (37.5-48.75 power, 9 apr) (Shrouds)
You gain 20.00 gold from the transmogrification of pearl.
You gain 3.05 gold from the transmogrification of invisibility rune (power 14 for 7 turns).
You gain 2.70 gold from the transmogrification of clarity rune (dur 24; resist 24%, reduce 20%; see undead).
You gain 1.94 gold from the transmogrification of movement infusion (995% speed; 8 turns).
You gain 4.93 gold from the transmogrification of heroism infusion (+6 for 10 turns, die at -203).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
