Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Ignore Race/Class Locks 1.0.4Modifies 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 QuickTome: Orb of Communication 1.3.1 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 Elemental Woes 1.1.0This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Extended Auto-use 1.1.5Adds additional options to talent auto-use Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. QuickTome: Arena Skip 1.3.1 Items Vault 1.3.0Donators/Buyers bonus! Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Nyles Level Mod 1.3.1 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. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. 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! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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
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: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Doomelf |
Class | Spellsword |
Level / Exp | 200 / 12575% |
Size | gargantuan |
Lifes / Deaths | Killed by Bethywen the carrion worm mass at level 18 on the 3rd Dusk 122nd year of Ascendancy at 02:51 5 / 2Killed by Emaldabeth the dire wolf at level 25 on the 3rd Dusk 122nd year of Ascendancy at 08:36 |
Primary Stats
Strength | 447 (base 210) |
Dexterity | 372 (base 210) |
Constitution | 336 (base 120) |
Magic | 349 (base 210) |
Willpower | 336 (base 170) |
Cunning | 373 (base 120) |
Resources
Mana | 2747/3042 |
Psi | 446/446 |
Life | 17068/17068 |
Positive | 0/627 |
Stamina | 1442/1442 |
Healing Factor | 1.17 |
Regeneration | 29.3085 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +90% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 56 |
See Stealth | 68 |
See Invisible | 122 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 1856 |
Accuracy | 213 |
Crit Chance | 338% |
APR | 275 |
Speed | 0.60 |
Offense: Spell
Spellpower | 252.62067307692 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 172.87777777778 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +31% |
Offense: Damage Penetration
All | +65% |
Defense: Base
Armour (hardiness) | 305.8 (100%) |
Defense | 210.24591298041 |
Ranged Defense | 210.60954934404 |
Fatigue | 0 |
Physical Save | 173.43055555556 |
Spell Save | 144.446875 |
Mental Save | 172.21944444444 |
Defense: Resistances
All | + 64%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 15% |
Confusion Resistance | 100% |
Pinning Resistance | 94% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1769.35 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1525 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 205.77 to 617.32 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1654 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.50 |
| 20/5 |
| 1/5 |
| 10/5 |
| 20/5 |
Spell / Lifetide | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Blazebrand | 1.70 |
| 20/5 |
| 15/5 |
| 12/5 |
| 18/5 |
Spell / Stoneshield | 1.70 |
| 20/5 |
| 12/5 |
| 20/5 |
| 20/5 |
Technique / Magical combat | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Windcutter | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Earth | 1.20 |
| 1/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Generic Talents
Technique / Combat training | 1.40 |
| 20/5 |
| 20/5 |
| 10/5 |
| 20/5 |
| 0/5 |
Technique / Martial mastery | 2.39 |
| 16/5 |
| 16/5 |
| 8/5 |
| 20/5 |
Race / Doomelf | 3.00 |
| 1/5 |
| 20/5 |
| 5/5 |
| 0/5 |
Technique / Arcane veteran | 2.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 20/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 14/5 |
Celestial / Chants | 2.00 |
| 1/5 |
| 16/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 20/5 |
| 9/5 |
| 7/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 6/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.90 |
| 1/5 |
| 1/5 |
| 8/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Elemental Destruction |
talent | Air Stance |
talent | Mana Focus |
talent | Chant of Fortress |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Aura of Fire |
talent | Earthen Shield |
talent | Corruption of the Doomed |
talent | Arcane Armor |
talent | Slow Motion |
talent | Lacerating Strikes |
talent | Wind Storm |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured psion to the recall portal on level 2 of Scintillating Caves. Escort: injured psion (level 2 of Scintillating Caves)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Seirun. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by carrion worm mass. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Seirun. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 6560. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. 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 faerlhing fang. * You've found the needed minotaur nose. * You've found the needed warg claw. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Blazeidol the dragonbone magestaff (30-36 power, 6 apr, lightning element) Blazeidol the dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour When wielded/worn: Physical crit. chance: +30.0% Armour: +7 Defense: +55 (+11 eff.) Effects on melee hit: * 45% chance to blind Damage (Melee): 93 fire / 24 % chance of confusion Damage when hit (Melee): 4 light Changes stats: +2 Dex / +19 Mag / +5 Wil / +18 Cun / +20 Con Changes resistances: +15% lightning / +3% light / +15% cold / +16% arcane / +15% fire Maximum wards: +2 lightning / +2 light / +2 cold / +2 arcane / +2 fire Changes resistances penetration: +15% lightning / +3% light / +15% cold / +16% arcane / +15% fire Changes damage: +30% lightning / +6% light / +30% cold / +33% arcane / +30% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +215.00% Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.80 Vim when firing critical spell: +15.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +91.00 Maximum vim: +99.00 Maximum neg.energy: +93.00 Spellpower: +131 (+10 eff.) Spell crit. chance: +52% See invisible: +55 Damage Shield penetration: +94% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 12 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Light source | Jetblast the dwarven lantern Jetblast the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +43 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Defense: +42 (+8 eff.) Damage when hit (Melee): 30 fire / 16 darkness / 4 mind Changes stats: +3 Dex / +7 Mag / +16 Wil / +21 Cun / +3 Con Changes resistances: +10% cold / +10% temporal / +18% darkness / +22% fire Changes resistances penetration: +5% darkness / +45% all Changes damage: +15% mind / +12% darkness Critical mult.: +19.00% Reduces incoming crit damage: 28.00% Physical save: +59 (+7 eff.) Spell save: +58 (+7 eff.) Mental save: +136 (+14 eff.) Spellpower: +17 (+1 eff.) Mindpower: +36 (+4 eff.) Mental crit. chance: +32% Light radius: +2 Infravision radius: +16 See stealth: +68 See invisible: +67 Defense after a teleport: +20 Resist all after a teleport: +18% New effects duration reduction after a teleport: +22% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Moldblur the drakeskin leather cap (27 def, 22 armour) Moldblur the drakeskin leather cap (27 def, 22 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +16 Physical power: +11 (+1 eff.) Armour: +22 Defense: +27 (+5 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 60% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane / 30 physical Changes stats: +39 Str / +47 Dex / +8 Mag / +18 Wil / +30 Cun / +25 Con Changes resistances: +9% temporal / +25% darkness / +15% cold / +6% nature / +18% fire / +6% mind / +13% all Changes damage: +13% blight / +20% arcane / +12% nature Grants telepathy: Dragon Reduces incoming crit damage: 20.00% Physical save: +43 (+5 eff.) Spell save: +6 (+1 eff.) Mental save: +15 (+2 eff.) Silence immunity: +30% Pinning immunity: +5% Stun/Freeze immunity: +60% Spell crit. chance: +4% Mindpower: +11 (+1 eff.) Infravision radius: +10 It can be used to activate talent Battle Cry, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
On feet | Bogbrawn (0 def, 26 armour) Bogbrawn (0 def, 26 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +26 Fatigue: -14% Changes stats: +7 Str / +24 Dex / +8 Mag / +14 Wil / +8 Cun / +16 Con / +29 Lck Changes resistances: +9% acid / +6% light / +15% lightning / +12% nature / +15% fire / +3% mind / +15% cold Changes resistances penetration: +9% physical Changes damage: +6% blight / +10% physical Stealth bonus: +30 Physical save: +35 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +14 (+2 eff.) Disease immunity: +40% Silence immunity: +183% Disarm immunity: +5% Confusion immunity: +185% Stun/Freeze immunity: +191% Stamina each turn: +1.80 Maximum life: +109.00 Mindpower: +8 (+1 eff.) Infravision radius: +6 Movement speed: +60% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Size category: +1 It can be used to blink to a nearby random location (rad 48), putting all charms on cooldown for 10 turns. A pair of boots made of leather. Press to compare |
Tool | Shimmernoon the voratun pickaxe (dig speed 1 turns) Shimmernoon the voratun pickaxe (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +40 Physical crit. chance: +30.0% Physical power: +47 (+5 eff.) Armour: +14 Defense: +18 (+4 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +28 Str / +20 Wil / +17 Cun / +8 Con Changes resistances: +9% lightning / +19% physical / +10% darkness / +12% nature / +19% fire / +6% mind / +6% cold Changes damage: +6% lightning / +15% fire / +15% mind Critical mult.: +94.00% Reduces incoming crit damage: 10.00% Physical save: +47 (+5 eff.) Mental save: +15 (+2 eff.) Disease immunity: +35% Cut immunity: +15% Confusion immunity: +20% Maximum life: +77.00 Maximum stamina: +60.00 Lowers spell cool-downs by: 20% Mental crit. chance: +30% Light radius: +2 Infravision radius: +24 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Yvudhevena the Arcwish Yvudhevena the ArcwishPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +16 Physical power: +63 (+6 eff.) Defense: +33 (+7 eff.) Effects on melee hit: * 45% chance to blind * 30% chance to daze Damage when hit (Melee): 8 lightning / 8 temporal Changes stats: +9 Str / +31 Mag / +15 Wil / +26 Cun / +9 Con Changes resistances: +12% lightning / +9% fire / +40% darkness Changes resistances penetration: +5% temporal Changes damage: +6% light / +3% fire / +20% darkness / +16% all Silence immunity: +43% Mana each turn: +0.40 Spellpower: +111 (+8 eff.) Mindpower: +45 (+5 eff.) Light radius: +4 It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 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 | voratun ring 'Forestwinter' voratun ring 'Forestwinter'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Armour penetration: +13 Physical power: +59 (+6 eff.) Defense: +14 (+3 eff.) Fatigue: -10% Effects on melee hit: * 17% chance to cause random gloom * 57% chance to blind Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom * 62% chance to blind Damage (Ranged): 25 bleed Damage when hit (Melee): 8 arcane Changes stats: +19 Str / +9 Dex / +13 Mag / +13 Wil / +36 Cun / +20 Con Changes resistances: +40% nature / +15% mind / +8% arcane Changes resistances penetration: +10% nature / +25% mind Changes damage: +21% mind / +20% nature / +8% all Maximum encumbrance: +40 Physical save: +18 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +18 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +56 (+4 eff.) Mindpower: +43 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
Around neck | Shockwalker the voratun amulet Shockwalker the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +16 Physical crit. chance: +11.0% Physical power: +46 (+5 eff.) Fatigue: -39% Damage (Melee): 30 light / 27 darkness Effects when hit in melee: * 27% chance to inflict damage reduction * 26% chance to blind Changes stats: +3 Str / +31 Dex / +20 Mag / +19 Wil / +28 Cun / +34 Con Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +8% acid / +46% physical / +30% light / +31% darkness / +15% blight / +32% fire / +7% lightning / +8% cold Talent mastery: +0.39 Technique / Martial mastery Critical mult.: +60.00% Reduces incoming crit damage: 20.00% Physical save: +32 (+4 eff.) Spell save: +25 (+3 eff.) Mental save: +66 (+7 eff.) Confusion immunity: +72% Life regen: +11.00 Stamina each turn: +4.40 Maximum life: +80.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +6% Mindpower: +42 (+5 eff.) Light radius: +3 Movement speed: +30% Combat speed: +50% Amulets can have magical properties. Press to compare |
In main hand | Morbusmistress the voratun greatsword (103.5-165.6 power, 4 apr) Morbusmistress the voratun greatsword (103.5-165.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 103.5 - 165.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 88% chance to corrode armour * Slows global speed by 40% * 34% chance to cause random gloom * 49% chance to daze * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +40% Damage (Melee): +28 darkness / +28 temporal / +28 nature / +20 mind Burst (radius 2) on crit: +79 ice / +4 fire / +4 darkness Damage against: +26% Living When wielded/worn: Accuracy: +63 (+6 eff.) Armour penetration: +96 Physical crit. chance: +62.0% Armour: +37 Defense: +20 (+4 eff.) Changes stats: +15 Str / +16 Dex / +6 Mag / +18 Wil / +16 Cun / +6 Con Changes resistances: +9% nature Changes resistances penetration: +41% acid / +42% physical / +20% nature / +42% cold / +10% arcane / +21% lightning Changes damage: +3% fire / +53% physical Critical mult.: +84.00% Disarm immunity: +60% Life regen: +8.00 Stamina when hit: +4.00 Mana when firing critical spell: +1.00 Spellpower: +10 (+1 eff.) Massive two-handed swords. Press to compare |
On hands | hardened leather gloves 'Arcnoon' (0 def, 2 armour) hardened leather gloves 'Arcnoon' (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +28.0% Armour: +2 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 11 acid / 23 mind / 28 darkness / 22 lightning Damage when hit (Melee): 16 lightning / 8 arcane / 12 mind Changes stats: +8 Str / +8 Dex / +8 Cun / +4 Con Changes resistances: +8% acid / +9% mind / +16% lightning Changes damage: +8% acid / +3% arcane / +6% mind / +18% lightning Talent cooldown: Double Strike (-2 turns) Critical mult.: +22.00% Physical save: +52 (+6 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +74% Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.19 Spell crit. chance: +24% Mindpower: +8 (+1 eff.) Mental crit. chance: +25% When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +3 Physical crit. chance: +42.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Set Up (20% chance level 3). When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (40% chance level 3). On weapon hit: * 20% chance to daze Damage (Melee): +19 physical Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +11 acid / +12 mind / +22 lightning It can be used to activate talent Juggernaut, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Around waist | Ivira the Obsidianbringer Ivira the Obsidianbringer Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +15.0% Physical power: +56 (+6 eff.) Armour: +10 Defense: +11 (+2 eff.) Fatigue: -8% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 20 mind Changes stats: +15 Str / +2 Cun / +23 Con Changes resistances: +24% acid / +35% fire / +33% lightning / +35% cold Changes resistances penetration: +15% lightning / +11% physical / +10% darkness / +10% all Changes damage: +6% acid / +15% physical / +9% darkness Critical mult.: +42.00% Maximum encumbrance: +39 Physical save: +52 (+6 eff.) Spell save: +10 (+1 eff.) Mental save: +28 (+3 eff.) Life regen: +1.60 Equilibrium when hit: +0.12 Maximum life: +160.00 Maximum psi: +20.00 Mindpower: +15 (+2 eff.) Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +50 Size category: +4 A belt that goes around your waist. Press to compare |
Cloak | Carrionnail the cashmere cloak (22 def, 15 armour) Carrionnail the cashmere cloak (22 def, 15 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +18 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +15 Defense: +22 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 4 nature Changes stats: +4 Str / +10 Dex / +3 Mag / +3 Wil / +7 Cun / +4 Con Changes resistances: +3% light / +18% nature Changes resistances penetration: +11% arcane / +10% nature / +5% mind Changes damage: +9% mind / +6% light / +10% arcane / +6% nature Talent mastery: +0.30 Technique / Combat training Critical mult.: +44.00% Stealth bonus: +9 Physical save: +38 (+4 eff.) Spell save: +21 (+3 eff.) Mental save: +37 (+4 eff.) Stamina each turn: +0.80 Mana each turn: -0.40 Maximum life: +48.00 Maximum mana: +68.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% Light radius: +2 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 | Blazebraid (48 def, 66 armour) Blazebraid (48 def, 66 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +16 (+2 eff.) Armour: +66 Defense: +48 (+9 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +41 Str / +10 Mag / +18 Wil / +25 Cun / +38 Con Changes resistances: +20% lightning / +3% temporal / -2% light / +14% fire / +30% acid / +12% physical / +29% cold / +20% arcane / +54% darkness Changes resistances penetration: +5% lightning / +10% all Changes damage: +6% blight / +12% lightning / +6% arcane / +3% nature Critical mult.: +30.00% Physical save: +50 (+6 eff.) Spell save: +59 (+7 eff.) Mental save: +106 (+11 eff.) Mana each turn: +0.16 Maximum life: +419.00 Maximum vim: +20.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +9% Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 71 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the sneak (heal 1328 over 5 turns) regeneration infusion of the sneak (heal 1328 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1328 life over 5 turns. 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. |
wild infusion of the warrior (resist 75%; cure physical) wild infusion of the warrior (resist 75%; cure physical)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: 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 physical effect and reduce all damage taken by 75% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. Press to compare |
heroism infusion (+7 for 12 turns, die at -535) heroism infusion (+7 for 12 turns, die at -535)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -535 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion (+7 for 12 turns, die at -345) heroism infusion (+7 for 12 turns, die at -345)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -345 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion (+7 for 11 turns, die at -265) heroism infusion (+7 for 11 turns, die at -265)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -265 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 (1706% speed; 9 turns) movement infusion of the sneak (1706% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1706% 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. |
movement infusion of the wizard (1428% speed; 7 turns) movement infusion of the wizard (1428% speed; 7 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1428% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
shielding rune of the sneak (absorb 1581 for 8 turns) shielding rune of the sneak (absorb 1581 for 8 turns)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1581 damage for 8 turns. Its effects scale with your Cunning 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 |
lightning rune of the warrior (2890 lightning damage) lightning rune of the warrior (2890 lightning damage)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: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 963.47 to 2890.42 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength 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 |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Urthotodan the stralite amulet Urthotodan the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +33 (+3 eff.) Armour: +7 Defense: +11 (+2 eff.) Damage when hit (Melee): 8 blight / 4 physical Changes stats: +9 Str / +5 Wil / +26 Cun / +12 Con Changes resistances: +6% blight / +3% physical Changes resistances cap: +6% all Changes damage: +6% blight / +26% physical / +9% arcane Critical mult.: +27.00% Reduces incoming crit damage: 10.00% Physical save: +98 (+10 eff.) Spell save: +44 (+6 eff.) Mental save: +57 (+6 eff.) Blindness immunity: +33% Confusion immunity: +22% Life regen: +4.70 Only die when reaching: -40.00 life Maximum life: +133.00 Mindpower: +13 (+1 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +13 Combat speed: +30% Amulets can have magical properties. Press to compare |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 80 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
drakeskin leather belt 'Splendourquill' drakeskin leather belt 'Splendourquill'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +15 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances: +15% fire / +9% nature / +15% cold Changes resistances penetration: +10% nature / +19% physical Changes damage: +3% light / +19% physical Reduced damage from: +85% Summoned Physical save: +21 (+2 eff.) Mental save: +14 (+2 eff.) Spellpower: +6 (+0 eff.) Light radius: +1 A belt that goes around your waist. Press to compare |
Vilepain (30 def, 24 armour) Vilepain (30 def, 24 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +5 Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Armour: +24 Defense: +30 (+6 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +2% Effects on melee hit: * Slows global speed by 45% Changes stats: +3 Str / +5 Dex / +2 Mag / +5 Wil / +7 Cun / +7 Con Changes resistances: +14% acid / +7% temporal / +21% fire / +21% cold / +21% lightning Changes resistances penetration: +20% physical Changes damage: +6% physical / +18% temporal Grants telepathy: Humanoid/Orc Physical save: +13 (+1 eff.) Mental save: +13 (+1 eff.) Silence immunity: +52% Confusion immunity: +52% Stun/Freeze immunity: +52% Life regen: +0.40 Mana each turn: +0.20 Maximum mana: +28.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Mindpower: +5 (+1 eff.) Infravision radius: +4 See invisible: +6 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 1.2 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
alchemist's hardened leather gloves of dispersion (0 def, 2 armour) alchemist's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 cold / 4 arcane / 4 lightning Changes stats: +7 Mag / +8 Wil Changes resistances: +4% arcane When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +10 ice / +4 acid / +6 fire / +8 arcane / +8 lightning It can be used to activate talent Disperse Magic, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 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. Press to compare |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 5 power out of 12/12) : Effective talent level: 5.0 Power cost: 5 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 660.77 fire damage and 626.80 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. Press to compare |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
5 geode 5 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
3 sugilite 3 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. |
14 obsidian 14 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
6 large geode 6 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
9 kunzite 9 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
7 black pearl 7 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 diamond 17 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
14 enormous geode 14 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
13 tanzanite 13 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
13 pearl 13 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 When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
18 fire opal 18 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3423 alchemist agate 3423 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Polerathra PolerathraInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 arcane / 4 blight Changes stats: +3 Con / +7 Wil Changes resistances: +11% blight Critical mult.: +16.00% Physical save: +9 (+1 eff.) Spell save: +12 (+2 eff.) Life regen: +3.10 Maximum life: +43.00 Maximum vim: +10.00 Spell crit. chance: +4% Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 32 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Manosus the dwarven-steel pickaxe (dig speed 2 turns) Manosus the dwarven-steel pickaxe (dig speed 2 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +8 (+1 eff.) Armour: +4 Defense: +7 (+1 eff.) Fatigue: -8% Changes stats: +6 Str / +3 Dex / +2 Mag / +5 Wil / +4 Cun Changes resistances: +8% physical Changes resistances penetration: +15% blight / +15% arcane Physical save: +22 (+2 eff.) Spell save: +22 (+3 eff.) Mental save: +22 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +195.00 Maximum stamina: +45.00 Infravision radius: +4 Movement speed: +10% Damage Shield penetration: +50% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Nerurevea (dig speed 2 turns) Nerurevea (dig speed 2 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +10 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +7% fire / +12% darkness / +5% arcane Changes damage: +14% mind / +15% fire Grants telepathy: Dragon Mental save: +15 (+2 eff.) Knockback immunity: +15% Maximum life: +36.00 Maximum stamina: +30.00 Lowers spell cool-downs by: 10% Light radius: +1 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
voratun pickaxe 'Goryfang' (dig speed 1 turns) voratun pickaxe 'Goryfang' (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: +30 Physical power: +20 (+2 eff.) Armour: +10 Defense: +16 (+3 eff.) Fatigue: -10% Changes stats: +6 Cun / +14 Str Changes resistances: +12% acid / +20% physical / +21% nature / +27% darkness Changes damage: +10% nature / +6% blight Damage affinity(heal): +15% darkness Grants telepathy: Dragon Humanoid/Orc Critical mult.: +33.00% Mental save: +9 (+1 eff.) Stun/Freeze immunity: +10% Lowers spell cool-downs by: 20% Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Infravision radius: +17 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (4/4) Rod of Recall (4/4)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 81 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Seirun the Doomelf Spellsword level 116
45th Dusk 122nd year of Ascendancy at 05:02 see stats
By Seirun the Doomelf Spellsword level 114
41st Dusk 122nd year of Ascendancy at 22:49 see stats
By Seirun the Doomelf Spellsword level 179
61st Dusk 122nd year of Ascendancy at 08:09 see stats
By Seirun the Doomelf Spellsword level 69
34th Dusk 122nd year of Ascendancy at 14:33 see stats
By Seirun the Doomelf Spellsword level 159
58th Dusk 122nd year of Ascendancy at 03:59 see stats
By Seirun the Doomelf Spellsword level 67
27th Dusk 122nd year of Ascendancy at 08:09 see stats
By Seirun the Doomelf Spellsword level 200
26th Haze 122nd year of Ascendancy at 01:07 see stats
By Seirun the Doomelf Spellsword level 97
40th Dusk 122nd year of Ascendancy at 06:19 see stats
By Seirun the Doomelf Spellsword level 69
34th Dusk 122nd year of Ascendancy at 14:33 see stats
By Seirun the Doomelf Spellsword level 31
4th Dusk 122nd year of Ascendancy at 13:02 see stats
By Seirun the Doomelf Spellsword level 200
24th Haze 122nd year of Ascendancy at 21:00 see stats
By Seirun the Doomelf Spellsword level 8
77th Pyre 122nd year of Ascendancy at 04:15 see stats
By Seirun the Doomelf Spellsword level 65
9th Dusk 122nd year of Ascendancy at 22:08 see stats
By Seirun the Doomelf Spellsword level 10
77th Pyre 122nd year of Ascendancy at 15:09 see stats
By Seirun the Doomelf Spellsword level 20
3rd Dusk 122nd year of Ascendancy at 04:36 see stats
By Seirun the Doomelf Spellsword level 30
3rd Dusk 122nd year of Ascendancy at 20:47 see stats
By Seirun the Doomelf Spellsword level 40
6th Dusk 122nd year of Ascendancy at 15:25 see stats
By Seirun the Doomelf Spellsword level 50
7th Dusk 122nd year of Ascendancy at 12:36 see stats
By Seirun the Doomelf Spellsword level 200
43rd Haze 122nd year of Ascendancy at 12:24 see stats
By Seirun the Doomelf Spellsword level 60
8th Dusk 122nd year of Ascendancy at 22:40 see stats
By Seirun the Doomelf Spellsword level 200
24th Haze 122nd year of Ascendancy at 10:19 see stats
By Seirun the Doomelf Spellsword level 42
6th Dusk 122nd year of Ascendancy at 20:38 see stats
By Seirun the Doomelf Spellsword level 200
76th Dusk 122nd year of Ascendancy at 15:09 see stats
By Seirun the Doomelf Spellsword level 69
27th Dusk 122nd year of Ascendancy at 09:31 see stats
By Seirun the Doomelf Spellsword level 139
57th Dusk 122nd year of Ascendancy at 04:24 see stats
By Seirun the Doomelf Spellsword level 35
5th Dusk 122nd year of Ascendancy at 13:53 see stats
By Seirun the Doomelf Spellsword level 27
3rd Dusk 122nd year of Ascendancy at 13:15 see stats
By Seirun the Doomelf Spellsword level 160
58th Dusk 122nd year of Ascendancy at 05:58 see stats
By Seirun the Doomelf Spellsword level 200
26th Haze 122nd year of Ascendancy at 01:07 see stats
By Seirun the Doomelf Spellsword level 200
26th Haze 122nd year of Ascendancy at 01:07 see stats
By Seirun the Doomelf Spellsword level 42
6th Dusk 122nd year of Ascendancy at 20:38 see stats
By Seirun the Doomelf Spellsword level 15
5th Mirth 122nd year of Ascendancy at 20:24 see stats
By Seirun the Doomelf Spellsword level 37
6th Dusk 122nd year of Ascendancy at 10:04 see stats
By Seirun the Doomelf Spellsword level 31
4th Dusk 122nd year of Ascendancy at 15:12 see stats
By Seirun the Doomelf Spellsword level 107
41st Dusk 122nd year of Ascendancy at 11:20 see stats
Log
Today is the 53rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Today is the 54th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:25.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 55th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:31.
There is a Portal to the Bearscape here (press '' or right click to use).
There is a The crypt of Kryl-Feijan here (press '' or right click to use).
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Seirun deactivates Spellsword Combat.
Seirun deactivates Mana Focus.
Seirun deactivates Lacerating Strikes.
Seirun deactivates Air Stance.
Seirun deactivates Elemental Destruction.
Seirun activates Elemental Destruction.
Seirun deactivates Arcane Stamina.
Seirun deactivates Wind Storm.
Seirun deactivates Chant of Fortress.
Seirun deactivates Earthen Shield.
Seirun deactivates Slow Motion.
Seirun deactivates Arcane Armor.
Seirun deactivates Aura of Fire.
Seirun deactivates Corruption of the Doomed.
Seirun deactivates Elemental Destruction.