












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | 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 Bonus Escorts 1.3.1Adds Wilder and Psion escorts. 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. 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 New Gem Types 1.4.2Adds 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! 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 Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. 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" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Prodigy Tweaks 1.5.5 Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Alternate Zones Option 1.1.0Adds 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. 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. Items Vault 1.5.0Donators/Buyers bonus! Treant Race 1.1.5Adds in a Treant Race. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Allow Respec Anywhere 1.2.3Tomes 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 Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit 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! Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. 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. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faerie Race 1.5.2This 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 More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Superhuman |
Class | Marauder |
Level / Exp | 58 / 85% |
Size | big |
Lifes / Deaths | Killed by Polenor the ghoul at level 16 on the 70th Dusk 122nd year of Ascendancy at 00:16 / 2Killed by elven cultist at level 27 on the 8th Haze 122nd year of Ascendancy at 14:43 |
Primary Stats
Strength | 100 (base 44) |
Dexterity | 140 (base 60) |
Constitution | 82 (base 44) |
Magic | 116 (base 44) |
Willpower | 122 (base 60) |
Cunning | 143 (base 60) |
Resources
Life | 4572/4572 |
Mana | 0/1123 |
Stamina | 529/529 |
Equilibrium | 0 |
Healing Factor | 1.4285714285714 |
Regeneration | 16.857142857143 |
Speed
Mental | +9.999999999998% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | -7 |
Infravision | 20 |
See Stealth | 116.7589570884 |
See Invisible | 122.75895708839 |
Offense: Mainhand
Damage | 369 |
Accuracy | 108 |
Crit Chance | 147% |
APR | 114 |
Speed | 0.91 |
Offense: Offhand
Damage | 347 |
Accuracy | 108 |
Crit Chance | 142% |
APR | 114 |
Speed | 0.82 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 75% |
Speed | 1 |
Offense: Mind
Mindpower | 86 |
Crit Chance | 99% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Blight | +50% |
Arcane | +75% |
All | +22% |
Lightning | +25% |
Light | +28% |
Physical | +43% |
Fire | +25% |
Darkness | +48% |
Offense: Damage Penetration
Acid | +10% |
Blight | +15% |
Arcane | +35% |
Mind | +15% |
Darkness | +20% |
Temporal | +25% |
Physical | +20% |
Fire | +20% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 51 (92%) |
Defense | 91 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 58 |
Mental Save | 68 |
Defense: Resistances
Acid | + 35%( 76%) |
Blight | + 33%( 76%) |
Arcane | + 42%( 76%) |
Cold | + 33%( 76%) |
All | + 15%( 76%) |
Lightning | + 25%( 76%) |
Light | + 23%( 76%) |
Temporal | + 37%( 76%) |
Physical | + 36%( 76%) |
Darkness | + 76%( 76%) |
Fire | + 62%( 76%) |
Mind | + 35%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 10% |
Confusion Resistance | 100% |
Pinning Resistance | 36% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 359 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 2.70 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 2.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Duelist | 2.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 3.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Wild-gift / Harmony | 2.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.90 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 2.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Volatile Poison |
talent | Exploit Weakness |
talent | Leeching Poison |
beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 8 Net Damage: 435 - 610 Accuracy: 125 (knife) APR: 122 Crit Chance: +165% Crit mult: 277% Uses Stats: 50% Str, 70% Dex |
beneficial effect | Countering melee attacks: Has a 77% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You 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. | done |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. (2) delivered. * (3) Deliver an important message to a halfling merchant or a shaloren apothecary. (Locations: Ruined Halfling Complex, Dreadfell). * (4) Deliver an important message to an antiquities dealer. (Locations: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You failed to protect the injured wilder from death by Lily. Escort: injured wilder (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 401. | 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of bone giant dust. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed black mamba head. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. | active |
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 |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | 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 | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +11 Dex +6 Wil +4 Cun +13 Con +13 Lck dps ---------- Mind.pwr +8 (+2 eff.) Mov.spd +10% Dmg.mod +3% fire +10% physical Res.pen +9% physical ----- def ----- Armour +5 Fatigue -4% Resists +9% blight +14% fire +6% acid +12% cold Crit.dmg- 15.00% Phys.save +3 (+1 eff.) Stealth +11 Max.HP +46.00 Silence- +20% Stun/Frz- +10% Teleport- +10% ---------- misc Stam/turn +0.70 Size +1 Blindside: Puts all charms on 25 cooldown Level 6.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 201% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 39 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Light source | ![]() 2.0 T1 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% darkness Res.pen +15% darkness Melee Ret 8 acid ----- def ----- Defense +6 (+1 eff.) Resists +6% blight +18% darkness +9% acid Phys.save +11 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Light -8 Infravis +9 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 52 blight damage or heals 52 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 brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +8 Dex +3 Mag +4 Wil +5 Cun +11 Lck dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +5% Crit.mult +20.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% blight +10% all Res.pen +15% arcane ----- def ----- Armour +5 Defense +30 (+6 eff.) Fatigue +5% Resists +15% darkness Spell.save +6 (+2 eff.) ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +18 Dex +20 Mag +15 Wil +18 Cun dps ---------- Melee+ 10 acid 10 cold 10 fire 15 arcane 10 lightning Dmg.mod +10% arcane +3% darkness Res.pen +5% darkness Acc +20 (+4 eff.) Apr +29 Melee Ret 8 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +3 Resists +12% lightning +8% arcane +3% darkness HP.reg +4.00 ---------- misc Stam/turn +1.90 Max.stam +19.00 Disperse Magic: Puts all charms on 20 cooldown Level 6.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Wil +14 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +17% darkness +9% blight Res.pen +15% lightning +15% blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +34% darkness +6% blight Spell.save +14 (+4 eff.) HP.reg +2.60 Stun/Frz- +41% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +14 Mag +15 Cun +5 Con dps ---------- Spell.pwr +26 (+7 eff.) Dmg.mod +19% arcane Res.pen +10% acid +25% temporal Melee Ret 16 acid 4 temporal ----- def ----- Armour +16 Resists +9% acid +6% temporal +19% arcane Spell.save +20 (+6 eff.) ---------- misc Max.stam +29.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +9 (+1 eff.) Mind.pwr +12 (+2 eff.) Phys.spd +10% Dmg.mod +3% lightning +9% physical +9% blight Res.pen +20% fire Melee Ret 20 lightning 4 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +7 Defense +12 (+2 eff.) Resists +23% mind +20% temporal Res.Cap +6% all Phys.save +21 (+6 eff.) Mind.save +11 (+3 eff.) Confus- +51% Pinning- +36% Knockbk- +36% Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 42.5 - 55.3 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% Melee+ +15 acid +14 lightning On Hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 31 bleeding, 83% reduced healing * splashes the target with acid While equipped: Stats +3 Dex dps ---------- Phys.crit +11.0% Phys.pwr +9 (+1 eff.) Res.pen +15% arcane +11% physical Acc +11 (+2 eff.) Apr +14 ----- def ----- Armour +2 ---------- misc Stam/turn +0.60 Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +12 Dex +6 Mag +12 Cun +9 Lck dps ---------- Phys.crit +17.0% Mind.crit +14% Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% light +24% arcane Res.pen +5% arcane On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light +14% fire +5% arcane +9% cold Stealth +14 ---------- misc T.Disarm +25 Mana/turn +0.60 Max.mana +55.00 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 50.5 - 65.7 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% Melee+ +12 mind +24 cold On Hit.r1 +12 fire On Hit: * 25% chance to put talents on cooldown * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Str +8 Dex dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) Dmg.mod +12% physical Acc +25 (+4 eff.) ----- def ----- Resists +3% physical Phys.save +6 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +10 Dex +5 Mag +14 Wil +15 Cun +10 Con dps ---------- Mind.crit +12% Mind.pwr +4 (+1 eff.) Res.pen +15% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +3 (+0 eff.) Spell.save -33 (-11 eff.) ---------- misc Stam/turn +2.20 Mana/turn -1.11 Hate/m.crit +3.00 Max.mana +66.00 Masteries +0.70 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Master While equipped: Stats +8 Str dps ---------- Phys.crit +8.0% Dmg.mod +10% all Acc +4 (+1 eff.) Apr +13 ----- def ----- Armour +13 Defense +44 (+8 eff.) Fatigue +8% Resists +22% physical +15% darkness +27% fire Crit.dmg- 10.00% Phys.save +36 (+9 eff.) Die.at -80.00 life HP.reg +0.20 ---------- misc Stam/turn +1.50 Light +1 Second Wind: (Instant) Puts all charms on 35 cooldown Level 10.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 361 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% temporal +5% light +18% blight +6% physical +5% darkness Res.pen +10% arcane +5% blight Melee Ret 4 blight ----- def ----- Resists +5% arcane Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Lck +6 Cun dps ---------- Dmg.mod +9% fire Res.pen +5% blight +25% fire Acc +9 (+2 eff.) Melee Ret 8 fire ----- def ----- Defense +10 (+2 eff.) Fatigue -7% Resists +6% blight +17% fire +16% cold Unseen.red 10% HP.reg +2.10 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +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.) |
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +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.) |
![]() 0.1 T2 amulet jewelry [Plot Item] Nature While carried: ---------- misc Talents +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.) |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Melee+ 6 light 7 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 10% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +0.40 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +11% fire Acc +9 (+2 eff.) Apr +10 ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +22% fire Die.at -60.00 life HP.reg +0.60 Disengage: Puts all charms on 10 cooldown Level 4.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 195% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -5% Resists +22% acid ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 46.5 - 60.5 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 fire On Hit: * 40% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +4 Cun +2 Wil dps ---------- Phys.crit +9.0% Mind.crit +7% Dmg.mod +12% physical Res.pen +10% lightning +6% physical +12% nature Apr +8 ----- def ----- Resists +8% all Sharp, short and deadly. |
![]() 1.0 T1 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature +10% all Melee Ret 12 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +40 (+8 eff.) Resists +6% acid +6% fire +6% cold +3% nature +6% lightning Stealth +6 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Dmg.mod +6% blight +9% lightning Res.pen +5% lightning +15% blight Acc +6 (+1 eff.) Apr +7 Melee Ret 12 blight ----- def ----- Defense +1 (+0 eff.) Stealth +7 Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +3 Dex +5 Mag +10 Wil +8 Cun +5 Con dps ---------- Spell.crit +7% Mind.crit +7% Melee Ret 12 physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Rng.Def +3 (+0 eff.) Phys.save +12 (+3 eff.) Die.at -40.00 life Max.HP +156.00 ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Dex +6 Mag +10 Wil +7 Cun +1 Con dps ---------- Mind.crit +6% Melee Ret 12 mind ----- def ----- Defense +2 (+0 eff.) Spell.save +19 (+5 eff.) Mind.save +8 (+2 eff.) ---------- misc Max.mana +63.00 See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +13% Spell.pwr +30 (+8 eff.) ----- def ----- Defense +5 (+1 eff.) ---------- misc Mana/turn +0.40 Max.mana +99.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Random Unique] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +16% fire +5% arcane +6% cold Phys.save +12 (+3 eff.) Mind.save +15 (+4 eff.) Disarm- +20% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +3% arcane Melee Ret 12 arcane 20 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +13 (+2 eff.) Fatigue +1% Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Max.stam +16.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 9.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 112 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +8 Cun +3 Con dps ---------- Melee+ 12 nature Dmg.mod +10% nature Acc +8 (+2 eff.) Apr +11 Melee Ret 12 mind ----- def ----- Armour +3 Resists +8% nature +9% mind Phys.save +30 (+8 eff.) Spell.save +7 (+2 eff.) Mind.save +4 (+1 eff.) HP.reg +3.60 Disarm- +44% ---------- misc Stam/turn +1.20 Max.stam +18.00 Steady Shot: Puts all charms on 20 cooldown Level 6.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 188% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +4 Dex +3 Wil +4 Cun +5 Con dps ---------- Spell.crit +1% Melee+ 14 nature Dmg.mod +9% nature +6% blight Res.pen +10% arcane ----- def ----- Armour +8 Resists +9% nature Phys.save +40 (+10 eff.) Spell.save +9 (+3 eff.) Mind.save +20 (+5 eff.) Max.HP +74.00 HP.reg +2.70 Disarm- +39% ---------- misc Stam/turn +1.70 Vim/s.crit +2.00 Max.mana +60.00 Max.stam +25.00 Cooldown Double Strike -1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 6.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Wil +4 Cun dps ---------- Dmg.mod +9% blight +6% arcane Res.pen +15% blight +25% arcane Apr +7 Melee Ret 16 mind ----- def ----- Armour +9 Fatigue +5% Resists +18% blight +16% cold Mind.save +13 (+3 eff.) ---------- misc Infravis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Random Unique] Nature While equipped: Stats +2 Str +2 Dex +5 Cun +2 Con dps ---------- Dmg.mod +6% light Acc +5 (+1 eff.) On Hit (Melee): * 10 arcane resource burn On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +6% lightning -4% light +3% blight +12% fire +11% darkness HP.reg +2.10 ---------- misc Light +3 A cap made of leather. |
![]() 9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +12% arcane Res.pen +10% arcane Melee Ret 12 mind 4 arcane ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +18% acid +3% mind Max.HP +36.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +8 Dex +8 Mag +9 Wil +6 Cun dps ---------- S.pwr/crit +4 Dmg.mod +6% lightning Res.pen +10% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +57% lightning +9% physical +26% temporal Phys.save +25 (+7 eff.) Spell.save +10 (+3 eff.) Max.HP +54.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Res.pen +10% blight +15% fire ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +6% Resists +6% acid +24% cold Spell.save +30 (+8 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor [Random Unique] Master While equipped: dps ---------- Melee Ret 4 arcane 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +16% lightning +5% arcane A suit of armour made of leather. |
7 black pearl 7 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 hematite 4 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+6 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+6 eff.) When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+4 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+3 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+3 eff.) When used as an alchemist bomb: Additional 20 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+2 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+2 eff.) When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 misc [Plot Item] Read the book. A book explaining the wonderful world of Maj'Eyal. You should read (*use*) it. |
Marble of Disruption Marble of Disruption0.1 T4 misc tool [Unique] Nature While equipped: Stats +4 Mag +4 Wil ----- def ----- Confus- +25% Body-Mind Disbalance: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
![]() 0.0 T1 misc [Unique] Read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
![]() 0.0 T1 misc [Unique] Read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
![]() 0.0 T1 misc [Unique] Read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 carnelian 5 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 enormous geode 8 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
geode geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 small geode 5 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 tanzanite 7 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 tiger's eye 4 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lily the Superhuman Marauder level 15
60th Dusk 122nd year of Ascendancy at 01:09 see stats
By Lily the Superhuman Marauder level 50
50th Regrowth 123rd year of Ascendancy at 06:11 see stats
By Lily the Superhuman Marauder level 52
53rd Regrowth 123rd year of Ascendancy at 01:08 see stats
By Lily the Superhuman Marauder level 35
58th Haze 122nd year of Ascendancy at 13:05 see stats
By Lily the Superhuman Marauder level 12
79th Pyre 122nd year of Ascendancy at 08:58 see stats
By Lily the Superhuman Marauder level 43
5th Decay 122nd year of Ascendancy at 15:24 see stats
By Lily the Superhuman Marauder level 10
75th Pyre 122nd year of Ascendancy at 17:49 see stats
By Lily the Superhuman Marauder level 20
76th Dusk 122nd year of Ascendancy at 11:33 see stats
By Lily the Superhuman Marauder level 30
52nd Haze 122nd year of Ascendancy at 10:55 see stats
By Lily the Superhuman Marauder level 40
3rd Decay 122nd year of Ascendancy at 04:29 see stats
By Lily the Superhuman Marauder level 50
49th Regrowth 123rd year of Ascendancy at 12:09 see stats
By Lily the Superhuman Marauder level 50
50th Regrowth 123rd year of Ascendancy at 05:27 see stats
By Lily the Superhuman Marauder level 54
61st Regrowth 123rd year of Ascendancy at 05:20 see stats
By Lily the Superhuman Marauder level 27
9th Haze 122nd year of Ascendancy at 01:11 see stats
By Lily the Superhuman Marauder level 36
66th Haze 122nd year of Ascendancy at 13:08 see stats
By Lily the Superhuman Marauder level 29
46th Haze 122nd year of Ascendancy at 11:07 see stats
By Lily the Superhuman Marauder level 11
77th Pyre 122nd year of Ascendancy at 12:25 see stats
By Lily the Superhuman Marauder level 14
40th Dusk 122nd year of Ascendancy at 21:49 see stats
By Lily the Superhuman Marauder level 39
2nd Decay 122nd year of Ascendancy at 20:52 see stats
By Lily the Superhuman Marauder level 13
40th Dusk 122nd year of Ascendancy at 12:34 see stats
By Lily the Superhuman Marauder level 29
11st Haze 122nd year of Ascendancy at 15:30 see stats
By Lily the Superhuman Marauder level 20
76th Dusk 122nd year of Ascendancy at 18:15 see stats
Log
There is a Path into the Echoing Cliffs here (press '' or right click to use).
Today is the 8th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:18.
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 9th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Ran for 6 turns (stop reason: at exit).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 10th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Today is the 11st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:48.
Saving game...
Saving done.
Lily deactivates Apply Poison.
Lily deactivates Apply Poison.
Lily deactivates Volatile Poison.
Lily deactivates Volatile Poison.
Lily deactivates Quickdraw.
Lily deactivates Quickdraw.
Lily deactivates Leeching Poison.
Lily deactivates Leeching Poison.
Lily deactivates Exploit Weakness.
Lily deactivates Exploit Weakness.