Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Reaver Tweaks 1.2.4 Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Phantom Subrace 1.2.5Adds the Phantom subrace, focusing on speed. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Additional Talent Points for Adventurers 1.3.1This mod is a personal project to modify the adventurer class in a way that gives them more options, without going into ridiculously overpowered territory; as well as to learn a bit about lua as I try to make my own mods. It is not intended to be balanced. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.2.5This 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. Alchemy Reward 1.3.0Adds the Spell/Alchemy tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. Derived from the Conveyance Reward addon by Waladil. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Shadowmancy 1.2.1 Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Witch Doctor Class 1.2.2Contains a new hybrid class, combination of wilder and defiler that focuses on debuffs. Note:Equilibrium is increased by 5x the amount of Vim used. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Treant Race 1.1.5Adds in a Treant Race. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Warlock Class 1.2.5Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility. A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction. The class is in an alpha stage but is playable. Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Midnight 1.3.1Adds 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. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Utility Supplies 1.1.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. New Gem Types 1.2.5Adds 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! Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Items Vault 1.3.0Donators/Buyers bonus! Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Elementals Race 1.2.5Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Wights 1.0.4Adds Wights as playable undead race. magebow class v18 1.3.1Necromancy+ 1.3.1Features: 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 Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Adventurer |
| Level / Exp | 166 / 82% |
| Size | huge |
| Lifes / Deaths | Killed by Isyrin the elven blood mage at level 40 on the 10th Flare 122nd year of Ascendancy at 10:12 5 / 2Killed by Warden of the Woods at level 139 on the 71st Haze 122nd year of Ascendancy at 12:50 |
Primary Stats
| Strength | 294 (base 12) |
| Dexterity | 83 (base 45) |
| Constitution | 347 (base 60) |
| Magic | 272 (base 176) |
| Willpower | 200 (base 100) |
| Cunning | 169 (base 100) |
Resources
| Mana | 1552/1552 |
| Equilibrium | 30 |
| Life | 8771/8771 |
| Stamina | 1100/1100 |
| Paradox | 700 |
| Healing Factor | 1.97 |
| Regeneration | 84.255924540663 |
Speed
| Mental | +30% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 56 |
| Infravision | 49 |
| See Stealth | 66.713443988562 |
| See Invisible | 178.13645051963 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 808 |
| Accuracy | 123 |
| Crit Chance | 123% |
| APR | 149 |
| Speed | 0.77 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 138.52673068588 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 95.72 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 267.64727692381 (100%) |
| Defense | 99.55 |
| Ranged Defense | 105.625 |
| Fatigue | 0 |
| Physical Save | 138.90449191998 |
| Spell Save | 140.0224225357 |
| Mental Save | 115.67465614096 |
Defense: Resistances
| All | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 61% |
| Confusion Resistance | 5% |
| Fear Resistance | 0% |
| Knockback Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 66% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 1271 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 255 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 1065 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Bloodthirst | 1.50 |
| 3/5 |
| 16/5 |
| 16/5 |
| 16/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 9/5 |
| Spell / Arcane | 1.50 |
| 16/5 |
| 5/5 |
| 16/5 |
| 8/5 |
| Wild-gift / Roots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 16/5 |
| 1/5 |
| 16/5 |
| Spell / Earth | 1.30 |
| 16/5 |
| 5/5 |
| 16/5 |
| 16/5 |
| Spell / Aether | 1.50 |
| 16/5 |
| 16/5 |
| 5/5 |
| 16/5 |
| Technique / Shield offense | 1.50 |
| 15/5 |
| 4/5 |
| 16/5 |
| 16/5 |
| Spell / Stone | 1.50 |
| 16/5 |
| 15/5 |
| 16/5 |
| 16/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 13/5 |
| 5/5 |
| Technique / Mage warden | 1.50 |
| 16/5 |
| 16/5 |
| 1/5 |
| 10/5 |
| Technique / Combat training | 1.50 |
| 16/5 |
| 16/5 |
| 12/5 |
| 16/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.50 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 10/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 14/5 |
| 5/5 |
| 14/5 |
| Technique / Conditioning | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 16/5 |
| 16/5 |
| 5/5 |
| 16/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Eldritch Combat |
| talent | Matter Weaving |
| talent | Unveil |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Disintegration |
| talent | Spellcraft |
| talent | Eldritch Aura |
| talent | Shielding |
| talent | Vision |
| talent | Wild Growth |
| talent | Quicken Spells |
| talent | Eldritch Infusion |
| talent | Arcane Power |
| talent | Premonition |
| talent | Pure Aether |
| talent | Eldritch Body |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 417. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed ice wyrm tooth. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * You returned the Vial of Molten Water to Explorer Merek. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Brodezilasin' (80 def, 5 armour) pair of voratun boots 'Brodezilasin' (80 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +80 (+13 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +1 Str / +4 Dex / +4 Mag / +11 Wil / +6 Cun / +8 Con Changes resistances: +6% blight / +26% temporal / +30% darkness Changes resistances penetration: +20% temporal / +18% darkness / +10% physical Changes damage: +12% temporal Spell save: +3 (+0 eff.) Stamina each turn: +1.00 Mana when firing critical spell: +2.00 Maximum stamina: +38.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Mindpower: +9 (+2 eff.) Defense after a teleport: +29 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Light source | Arowe the Splendourpall Arowe the SplendourpallPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces -2.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 57% chance to corrode armour Damage when hit (Melee): 4 acid / 12 temporal Changes stats: +12 Wil / +23 Mag Changes resistances: +12% acid / +10% temporal / +15% light / +10% cold / +9% fire / +14% darkness Changes resistances penetration: +15% light Changes damage: +6% acid / +12% darkness / +6% fire / +15% mind / +18% light Damage affinity(heal): +5% darkness / +5% light Critical mult.: +19.00% Mental save: +12 (+2 eff.) Maximum life: +79.00 Spellpower: +41 (+5 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Light radius: +18 Infravision radius: +5 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 199.20 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | Demonbrace the elven-silk wizard hat (3 def, 12 armour) Demonbrace the elven-silk wizard hat (3 def, 12 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +6.0% Armour: +12 Defense: +3 (+1 eff.) Changes stats: +48 Mag / +9 Wil / +19 Cun / +43 Con Changes resistances: +8% lightning / +8% temporal / +44% darkness / +35% fire / +8% nature / +7% acid / +39% physical / +7% blight / +8% cold / +35% light Changes resistances penetration: +5% darkness / +10% physical Changes damage: +29% temporal / +46% light / +62% physical / +20% fire / +55% arcane / +62% darkness Critical mult.: +12.00% Physical save: +10 (+1 eff.) Spell save: +30 (+4 eff.) Mental save: +44 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.10 Only die when reaching: -60.00 life Maximum hate: +28.00 Mindpower: +18 (+4 eff.) Mental crit. chance: +18% Healing mod.: +5% Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Learning this talent grants you a charge, and using it spends it; while you are in a possession of a charge, arcane eye observes surroundings from your location. Using this talent on yourself will destroy the oldest arcane eye, and will not put a talent on a cooldown. Casting the eye does not take a turn. Only 4 arcane eyes can exist at any given time, and casting the new one will cancel the oldest (currently in stock: 4). A pointy cloth hat, very wizardly... Press to compare |
| On hands | Porinor the Cystworth (0 def, 5 armour) Porinor the Cystworth (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +5 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 7 blight Changes stats: +3 Str / +6 Dex / +5 Cun Changes resistances: +6% blight / +7% darkness / +9% light Changes resistances penetration: +5% nature / +15% light Changes damage: +5% blight / +9% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Maximum life: +48.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 113% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +3 Physical crit. chance: +19.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Set Up (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +9 darkness Burst (radius 2) on crit: +7 blight It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Tool | Betiletta the Shockdredge (dig speed 1 turns) Betiletta the Shockdredge (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Physical crit. chance: +15.0% Physical power: +9 (+1 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: -18% Effects on melee hit: * 61% chance to daze Changes stats: +29 Str / +10 Wil / +6 Cun Changes resistances: +10% physical / +15% darkness / +9% cold Changes resistances penetration: +22% physical Changes damage: +9% lightning Damage affinity(heal): +15% darkness Critical mult.: +18.00% Physical save: +9 (+1 eff.) Spell save: +38 (+5 eff.) Mental save: +6 (+1 eff.) Stun/Freeze immunity: +25% Knockback immunity: +15% Maximum life: +37.00 Maximum stamina: +28.00 Mental crit. chance: +15% Infravision radius: +21 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Isetha the Starwend Isetha the StarwendPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Physical power: +8 (+1 eff.) Armour: +16 Defense: +17 (+3 eff.) Ranged Defense: +8 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +8 Str / +9 Mag / +15 Wil / +14 Cun / +2 Con Changes resistances: +6% acid / +2% physical Changes damage: +9% arcane / +5% all Spell save: +12 (+2 eff.) Blindness immunity: +26% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Maximum stamina: +16.00 Spellpower: +30 (+4 eff.) Mindpower: +22 (+4 eff.) Infravision radius: +4 See stealth: +9 See invisible: +9 Damage Shield penetration: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
| On fingers | Daimudur the Smolderwake Daimudur the SmolderwakeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +86 (+12 eff.) Armour penetration: +72 Defense: +73 (+12 eff.) Damage when hit (Melee): 8 fire Changes stats: +9 Dex / +11 Wil / +8 Cun Changes resistances: +36% acid Changes damage: +18% acid / +3% arcane Physical save: +16 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +34 (+5 eff.) Life regen: +3.40 Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum life: +176.00 Spell crit. chance: +2% Healing mod.: +52% Defense after a teleport: +20 Resist all after a teleport: +12% New effects duration reduction after a teleport: +34% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
| Around neck | Windvile the voratun amulet Windvile the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +49 (+7 eff.) Armour penetration: +22 Physical crit. chance: +18.0% Physical power: +29 (+3 eff.) Defense: +20 (+3 eff.) Fatigue: -19% Changes stats: +9 Dex / +8 Wil / +5 Con / +20 Lck Changes resistances: +28% lightning / +6% mind / +12% nature Changes resistances penetration: +20% blight Changes damage: +12% blight / +30% physical Talent masteries: +0.34 Wild-gift / Summoning (melee) +0.34 Wild-gift / Ooze Critical mult.: +59.00% Physical save: +45 (+6 eff.) Spell save: +23 (+3 eff.) Mental save: +39 (+6 eff.) Blindness immunity: +40% Confusion immunity: +25% Stun/Freeze immunity: +46% Life regen: +12.00 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +74.00 Maximum mana: +20.00 Mindpower: +10 (+2 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +14 Combat speed: +30% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. Press to compare |
| In main hand | voratun sceptre 'Brightpython' (163% power, 6 apr) voratun sceptre 'Brightpython' (163% power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Power: 163% Range: 1.4x Uses stats: 50% Mag, 97% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Blastwave (10% chance level 5). When this weapon hits: Synaptic Static (10% chance level 4). When this weapon hits: Corrosive Mist (10% chance level 5). When this weapon hits: Blood Boil (10% chance level 5). Burst (radius 1) on hit: +50 physical / +27 fire Damage conversion: 25% fire burn / 25% arcane silence / 24% corrosive acid / 25% infective blight / 23% dreamforge When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 arcane / 4 light Changes stats: +6 Str Changes resistances: +3% temporal / +6% arcane / +3% light Changes resistances penetration: +18% acid / +20% blight / +20% fire / +35% arcane / +20% mind Changes damage: +20% physical / +3% arcane / +18% fire Knockback immunity: +26% Mana each turn: +0.40 Spellpower: +19 (+3 eff.) Light radius: +8 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 10 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 4 turns. At level 4, it also deals 501.41 light damage. Blunt and deadly. Press to compare |
| Around waist | Tarrolen TarrolenPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +7 Defense: +18 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Str / +7 Dex / +5 Mag / +4 Wil / +4 Cun / +4 Con / +6 Lck Changes resistances: +14% fire / +14% cold Reduced damage from: +42% Summoned Trap disarming bonus: +10 Stealth bonus: +14 Physical save: +20 (+3 eff.) Spell save: +7 (+1 eff.) Spell crit. chance: +4% Infravision radius: +8 See invisible: +21 Size category: +2 A belt that goes around your waist. Press to compare |
| In off hand | Timekeeper (25 def, 8 armour, 100% power, 366 block) Timekeeper (25 def, 8 armour, 100% power, 366 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 200% Range: 1.1x Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +366 When wielded/worn: Armour: +8 Defense: +25 (+4 eff.) Ranged Defense: +18 (+3 eff.) Fatigue: +6% Changes resistances: +31% temporal / +31% darkness / +31% blight / +31% cold / +31% arcane Talent granted: +17 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. Press to compare |
| Cloak | Elyma (12 def, 8 armour) Elyma (12 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +4 Str / +7 Mag / +14 Wil / +5 Cun / +4 Con Changes resistances: +6% acid / +22% temporal / +59% darkness Changes resistances penetration: +15% acid / +11% arcane / +27% darkness Changes damage: +6% acid / +9% blight / +34% darkness / +20% arcane Critical mult.: +18.00% Stealth bonus: +34 Physical save: +28 (+4 eff.) Spell save: +52 (+6 eff.) Mental save: +26 (+4 eff.) Mana when firing critical spell: +1.00 Maximum life: +78.00 Maximum mana: +132.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +7% Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | Morningwilter the voratun mail armour (5 def, 10 armour) Morningwilter the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 22 light Changes stats: +24 Str / +5 Wil / +21 Con Changes resistances: +30% acid / +29% temporal / +29% darkness / +30% blight / +18% light / +10% physical Reduces incoming crit damage: 17.00% Physical save: +25 (+3 eff.) Life regen: +4.00 Maximum life: +399.00 Light radius: +5 Healing mod.: +30% A suit of armour made of mail. Press to compare |
Inventory
regeneration infusion of the wizard (heal 1061 over 5 turns) regeneration infusion of the wizard (heal 1061 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1061 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (1289% speed; 8 turns) movement infusion of the psychic (1289% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1289% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1219% speed; 9 turns) movement infusion of the sneak (1219% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1219% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
8 infusion patches of clearing 8 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of light healing 4 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of lesser healing 6 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of greater speed 4 infusion patches of greater speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 5 It can be used to increase global speed by 50% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
phase door rune of the psychic (range 24; power 67; dur 5) phase door rune of the psychic (range 24; power 67; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 67%, your defense is increased by 67 and all your resistances by 67%. Its effects scale with your Willpower stat. 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. |
reconstruction rune of the titan (heal 982; cure a cut or wound) reconstruction rune of the titan (heal 982; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 982 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. 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. Press to compare |
clarity rune of the psychic (dur 16; resist 51%, reduce 45%; see humanoid) clarity rune of the psychic (dur 16; resist 51%, reduce 45%; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 1 concussion, confusion or blindness effect. For 16 turns you gain blindness and confusion immunity (51%), and each turn you have a 45% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 212), and you automatically sense any humanoid around. Its effects scale with your Willpower stat. 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. |
Rune of the Rift (950.00 temporal damage, removed from time 4 turns) Rune of the Rift (950.00 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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1387.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (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. |
enchantment rune of the psychic (+57 for 11 turns) enchantment rune of the psychic (+57 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 11 turns. This enchantment increases your accuracy and armour by 57 and adds 135 arcane damage to all your hits. Its effects scale with your Willpower stat. 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. |
4 scrolls of phase door 4 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
7 scrolls of teleportation 7 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
Talisman of Spirits Talisman of SpiritsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Poison immunity: +20% Disease immunity: +20% Cut immunity: +20% Maximum life: +50.00 Healing mod.: +20% Will bring you back from death, but only once! It can be used to activate talent Heal (costing 28 power out of 28/28) : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 546 life. The life healed will increase with your Mindpower. The beads of this necklace store the wisdom and spiritual power of its former possessor. By drawing on its power, its current possessor may return from the lands of the death to the living once. Press to compare |
3 tanzanite 3 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% Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 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 Gems can be sold for money or used in arcane rituals. |
piercing alchemist's lamp of corpselight piercing alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes resistances: +11% blight / +10% darkness Changes resistances penetration: +11% all Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 125 blight damage or heals 143 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Teardrop of the Elder Treant Teardrop of the Elder Treant0.00 Encumbrance. [Unique] Type: misc / misc When carried: Life regen: +1.00 Maximum life: +50.00 Healing mod.: +10% This marvellous green gem conserves great natural powers. For centuries, it had been kept safe by the Covenant of Winterhill. |
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. |
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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged dwarven-steel torque of psychoportation [power 54] (41 cooldown) supercharged dwarven-steel torque of psychoportation [power 54] (41 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 54), putting all charms on cooldown for 41 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Warden of the Woods the Thalore Adventurer level 87
19th Dusk 122nd year of Ascendancy at 17:24 see stats
Best album ever! (Uniques)
Removed 89 beneficial effects from enemies via Disintegration.By Warden of the Woods the Thalore Adventurer level 164
75th Haze 122nd year of Ascendancy at 05:21 see stats
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By Warden of the Woods the Thalore Adventurer level 156
74th Haze 122nd year of Ascendancy at 07:19 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Warden of the Woods the Thalore Adventurer level 94
6th Haze 122nd year of Ascendancy at 03:46 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Warden of the Woods the Thalore Adventurer level 87
21st Dusk 122nd year of Ascendancy at 11:11 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Warden of the Woods the Thalore Adventurer level 87
22nd Dusk 122nd year of Ascendancy at 16:24 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Warden of the Woods the Thalore Adventurer level 87
19th Dusk 122nd year of Ascendancy at 17:47 see stats
Level 10 (Uniques)
Got a character to level 10.By Warden of the Woods the Thalore Adventurer level 10
7th Mirth 122nd year of Ascendancy at 15:58 see stats
Level 20 (Uniques)
Got a character to level 20.By Warden of the Woods the Thalore Adventurer level 20
4th Flare 122nd year of Ascendancy at 02:58 see stats
Level 30 (Uniques)
Got a character to level 30.By Warden of the Woods the Thalore Adventurer level 30
4th Flare 122nd year of Ascendancy at 23:37 see stats
Level 40 (Uniques)
Got a character to level 40.By Warden of the Woods the Thalore Adventurer level 40
10th Flare 122nd year of Ascendancy at 10:02 see stats
Level 50 (Uniques)
Got a character to level 50.By Warden of the Woods the Thalore Adventurer level 50
1st Dusk 122nd year of Ascendancy at 16:43 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Warden of the Woods the Thalore Adventurer level 129
70th Haze 122nd year of Ascendancy at 01:08 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Warden of the Woods the Thalore Adventurer level 91
68th Dusk 122nd year of Ascendancy at 12:25 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Warden of the Woods the Thalore Adventurer level 57
3rd Dusk 122nd year of Ascendancy at 04:22 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Warden of the Woods the Thalore Adventurer level 65
12nd Dusk 122nd year of Ascendancy at 12:38 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Warden of the Woods the Thalore Adventurer level 34
5th Flare 122nd year of Ascendancy at 12:25 see stats
Take you with me (Uniques)
Killed a boss while already dead.By Warden of the Woods the Thalore Adventurer level 139
71st Haze 122nd year of Ascendancy at 12:50 see stats
The Arena (Uniques)
Unlocked Arena mode.By Warden of the Woods the Thalore Adventurer level 13
1st Summertide 122nd year of Ascendancy at 07:03 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By Warden of the Woods the Thalore Adventurer level 87
19th Dusk 122nd year of Ascendancy at 17:24 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Warden of the Woods the Thalore Adventurer level 98
25th Haze 122nd year of Ascendancy at 10:17 see stats
The secret city (Uniques)
Discovered the truth about mages.By Warden of the Woods the Thalore Adventurer level 57
9th Dusk 122nd year of Ascendancy at 05:58 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Warden of the Woods the Thalore Adventurer level 88
40th Dusk 122nd year of Ascendancy at 21:02 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Warden of the Woods the Thalore Adventurer level 74
14th Dusk 122nd year of Ascendancy at 02:36 see stats
Log
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Ran for 14 turns (stop reason: interesting terrain).
There is a Portal to the lost land of Poosh here (press '' or right click to use).
Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Warden of the Woods deactivates Eldritch Combat.
Warden of the Woods deactivates Shielding.
Warden of the Woods deactivates Vision.
Warden of the Woods deactivates Eldritch Body.
Warden of the Woods deactivates Eldritch Aura.
Warden of the Woods deactivates Premonition.
Warden of the Woods deactivates Wild Growth.
Warden of the Woods deactivates Crystalline Focus.
Warden of the Woods deactivates Quicken Spells.
Warden of the Woods deactivates Arcane Power.
Warden of the Woods deactivates Matter Weaving.
Warden of the Woods deactivates Spellcraft.
Warden of the Woods deactivates Pure Aether.
Warden of the Woods deactivates Arcane Shield.
Warden of the Woods deactivates Eldritch Infusion.
Warden of the Woods deactivates Stone Skin.
Warden of the Woods deactivates Unveil.
Warden of the Woods deactivates Disintegration.
