












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Zephyr 1.5.5 QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Semi-Roguelike Mode 1.2.0Adds new "Semi-Roguelike" permadeath modes that give extra lives later in the game than Adventure mode, and a new achievement "Honorary Roguelike Win" for winning the game in a Semi-Roguelike (or Adventure) mode without dying. The new permadeath modes give extra lives on completion of certain game events, as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines 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: Conveyance Reward 1.5.5This 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. Harbinger 1.5.5 Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Convenient Digging 1.5.5 Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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. Items Vault 1.5.0Donators/Buyers bonus! Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Sholtar |
Class | Mind Knight |
Level / Exp | 50 / 471% |
Size | medium |
Lifes / Deaths | Killed by Lisonor the large white snake at level 7 on the 79th Pyre 122nd year of Ascendancy at 11:37 5 / 2Killed by orc berserker at level 50 on the 36th Regrowth 123rd year of Ascendancy at 12:56 |
Antimagic | Follower |
Primary Stats
Strength | 39 (base 21) |
Dexterity | 34 (base 15) |
Constitution | 71 (base 33) |
Magic | 93.4 (base 48) |
Willpower | 164.64 (base 65) |
Cunning | 130.4 (base 60) |
Resources
Life | 1090/1090 |
Psi | 188/212 |
Stamina | 530/538 |
Equilibrium | 63 |
Healing Factor | 1.5396680497926 |
Regeneration | 144.583435048 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +68% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Stealth | 20 |
See Invisible | 2114 |
Offense: Mainhand
Damage | 231 |
Accuracy | 66 |
Crit Chance | 54% |
APR | 67 |
Speed | 1.00 |
Offense: Offhand
Damage | 209 |
Accuracy | 66 |
Crit Chance | 54% |
APR | 69 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25.5 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 85% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +40% |
Nature | +50% |
Mind | +29% |
Blight | +22% |
Acid | +20% |
Fire | +49% |
All | +10% |
Offense: Damage Penetration
Acid | +10% |
Nature | +35% |
Fire | +13% |
Arcane | +5% |
Mind | +100% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 50 |
Mental Save | 83 |
Defense: Resistances
Blight | + 50%( 70%) |
Arcane | + 14%( 58%) |
Mind | + 69%( 88%) |
All | + 20%( 70%) |
Lightning | + 36%( 70%) |
Darkness | + 28%( 70%) |
Physical | + 36%( 70%) |
Cold | + 70%( 70%) |
Fire | + 44%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 40% |
Disarm Resistance | 30% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 860 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 415 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 23 for 11 turns. While Heroism is active, you will only die when reaching -688 life. 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. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1052% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Body | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Psionic / Psychic Attack | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Weapon Supremacy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psychic Gifts | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Psionic / Psychic Assault | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Sholtar | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Weapons Master | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Fortress of Will |
talent | Biokinesis |
talent | Eldritch Combat |
talent | Wild Growth |
talent | Telepathic Focus |
talent | Hypercognition |
talent | Antimagic Shield |
talent | Anime Style |
talent | Mental Tyranny |
talent | Skate |
talent | Psychic Combat |
talent | Eldritch Aura |
talent | Psiblades |
talent | Beyond the Flesh |
beneficial effect | Increases your three highest stats by 20 and keeps you from dying even if your life drops to -602. Heroism |
beneficial effect | A flow of life spins around the target, regenerating 91.66 life per turn. Regeneration |
beneficial effect | You gain 77% resistance against cold. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Psiblades (+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 improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned lone alchemist to death. Escort: weary adventurer (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 794. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Quiver | ![]() Requires: - Magic 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 82% Wil, 0% Mag, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
On hands | ![]() Requires: Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Damage when hit (Melee): 20 acid Changes stats: +6 Dex / +9 Wil Mana each turn: +0.16 Mana when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +4 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 64% Wil, 0% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Requires: Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Critical mult.: +13.00% Mental save: +7 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind / 20 blight Changes stats: +3 Wil / +3 Mag Changes resistances: +11% fire / +10% cold Changes resistances penetration: +25% mind Changes damage: +12% blight Spellpower on spell critical (stacks up to 3 times): +8 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances penetration: +25% mind Mental save: +30 (+6 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +13 (+5 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
On fingers | ![]() Requires: Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +14 Cun / +7 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 43%. Rings can have magical properties. |
Around neck | ![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Damage when hit (Melee): 100 fire Changes resistances: +5% all Changes damage: +20% fire / +10% all Pinning immunity: +50% Maximum life: +60.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +2 Amulets can have magical properties. This item has been sent to the Item's Vault. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 143% Wil, 0% Mag, 34% Cun Damage type: Nature Mastery: Eldritch Body Accuracy is based on willpower for this weapon. Armour Penetration: +67 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +17 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +31 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 130.22 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() Requires: Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +20% mind Changes damage: +9% mind Physical save: +6 (+2 eff.) Maximum hate: +8.00 Mindpower: +11 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 128% Wil, 0% Mag, 53% Cun Damage type: Mind Mastery: Eldritch Body Accuracy is based on willpower for this weapon. Armour Penetration: +69 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +19% fire Changes resistances penetration: +13% fire Changes damage: +10% fire Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +4.00 Psi per kill: +3.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +5% Global speed: +2% It can be used to inflict 276.06 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Requires: Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +3 Cun / +4 Wil Changes resistances: +13% blight / +23% cold / +13% nature / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +9% fire Life regen: +2.00 Mental crit. chance: +6% Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +20% lightning / +20% cold / +20% physical Changes damage: +30% lightning Talent masteries: +0.20 Wild-gift / Winds +0.20 Wild-gift / Weather Spell crit. chance: +20% Mental crit. chance: +20% This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
![]() insidious poison infusion (37 nature damage, 36% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.64 nature damage per turn for 7 turns, and reducing the target's healing received by 36%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
![]() insidious poison infusion (63 nature damage, 37% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 62.57 nature damage per turn for 7 turns, and reducing the target's healing received by 37%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
![]() acid wave rune (197 acid damage; disarm 5 turns with power 21) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 196.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() 0.10 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Carrionwing (57.5-86.25 power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 112% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +30 ice When wielded/worn: Armour: +21 Damage when hit (Melee): 20 temporal Changes resistances: +15% temporal Changes resistances penetration: +25% temporal / +21% cold Changes damage: +6% nature / +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
![]() The Gaping Maw (72-108 power, 4 apr) Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 112% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() plaguebringer's voratun battleaxe (56.5-84.75 power, 4 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 112% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +17 blight When wielded/worn: Disease immunity: +32% Massive two-handed battleaxes. |
![]() caustic voratun greatmaul of projection (67.5-101.25 power, 4 apr) Requires: - Magic 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 112% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +16% acid Life regen: +2.00 Massive two-handed mauls. |
![]() voratun greatmaul (67.5-101.25 power, 4 apr) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 112% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
![]() quick voratun mace of nature (48-67.2 power, 6 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 48.0 - 67.2 Uses stats: 100% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Dex Changes resistances: +8% all Changes resistances penetration: +9% nature Blunt and deadly. |
![]() truestriking voratun waraxe of purging (38.5-53.9 power, 6 apr) Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 100% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +13 nature When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +10% physical One-handed war axes. |
![]() voratun waraxe 'Gunyyarion' (42-58.8 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 100% Wil, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease * 26% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +14 blight / +12 mind When wielded/worn: Armour: +6 Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% mind / +10% darkness Grants telepathy: Demon/Minor Demon/Major Spell save: +20 (+6 eff.) Disease immunity: +23% Only die when reaching: -60.00 life Mental crit. chance: +1% One-handed war axes. |
![]() Mandible of Ungolmor (40-52 power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 61% Wil, 51% Cun, 0% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 62.70 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Unlightvalor the living mindstar (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Eldritch Body Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Fatigue: -10% Changes stats: +12 Cun Changes resistances penetration: +25% arcane Critical mult.: +25.00% Reduces incoming crit damage: 15.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +18 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's living mindstar of flames (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Eldritch Body Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +17% mind / +20% fire Changes resistances penetration: +10% fire Changes damage: +12% fire Mental save: +10 (+2 eff.) Maximum psi: +35.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dragonbone longbow of recursion Requires: - Magic 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 0% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
![]() mighty reinforced leather sling of true flight Requires: - Magic 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 0% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes stats: +5 Str Slings are used to hurl stones or metal shots at your foes. |
![]() fungal drakeskin leather sling of true flight Requires: - Magic 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 0% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +4 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 258 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +10% acid / +12% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of alacrity (12 def, 12 armour) Requires: - Magic 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Dex Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() prismatic drakeskin leather armour (5 def, 8 armour) Requires: - Magic 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +20% light / +17% darkness A suit of armour made of leather. |
![]() Tarrasca (0 def, 50 armour) Requires: - Magic 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+13 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() enveloping elven-silk cloak of backstabbing (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +10 Defense: +15 (+6 eff.) Critical mult.: +22.00% Stealth bonus: +7 Physical save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() wanderer's pair of drakeskin leather boots of evasion (17 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+7 eff.) Fatigue: +5% Changes stats: +6 Cun / +4 Con Physical save: +15 (+5 eff.) Mental save: +24 (+5 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() pair of voratun boots of uncanny dodging (5 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() drakeskin leather gloves of the iron hand (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +5 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 64% Wil, 0% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather cap of precognition (8 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun A cap made of leather. |
![]() turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() fire opal 0.00 Encumbrance. Type: gem / red ; 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Changes stats: +2 Con It can be used to teleport randomly (rad 30), putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
![]() quick dragonbone totem of thorny skin [power 48] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 70%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Linas the Sholtar Mind Knight level 36
39th Haze 122nd year of Ascendancy at 16:39 see stats
By Linas the Sholtar Mind Knight level 27
27th Dusk 122nd year of Ascendancy at 12:15 see stats
By Linas the Sholtar Mind Knight level 34
37th Dusk 122nd year of Ascendancy at 15:30 see stats
By Linas the Sholtar Mind Knight level 20
14th Dusk 122nd year of Ascendancy at 04:39 see stats
By Linas the Sholtar Mind Knight level 40
48th Haze 122nd year of Ascendancy at 19:36 see stats
By Linas the Sholtar Mind Knight level 42
51st Haze 122nd year of Ascendancy at 08:02 see stats
By Linas the Sholtar Mind Knight level 50
7th Allure 123rd year of Ascendancy at 00:58 see stats
By Linas the Sholtar Mind Knight level 39
46th Haze 122nd year of Ascendancy at 18:19 see stats
By Linas the Sholtar Mind Knight level 29
29th Dusk 122nd year of Ascendancy at 21:59 see stats
By Linas the Sholtar Mind Knight level 50
9th Allure 123rd year of Ascendancy at 02:15 see stats
By Linas the Sholtar Mind Knight level 15
8th Dusk 122nd year of Ascendancy at 05:06 see stats
By Linas the Sholtar Mind Knight level 40
50th Haze 122nd year of Ascendancy at 06:03 see stats
By Linas the Sholtar Mind Knight level 38
43rd Haze 122nd year of Ascendancy at 11:00 see stats
By Linas the Sholtar Mind Knight level 48
65th Haze 122nd year of Ascendancy at 15:42 see stats
By Linas the Sholtar Mind Knight level 22
17th Dusk 122nd year of Ascendancy at 17:18 see stats
By Linas the Sholtar Mind Knight level 22
17th Dusk 122nd year of Ascendancy at 16:50 see stats
By Linas the Sholtar Mind Knight level 21
15th Dusk 122nd year of Ascendancy at 11:53 see stats
By Linas the Sholtar Mind Knight level 35
35th Haze 122nd year of Ascendancy at 06:04 see stats
By Linas the Sholtar Mind Knight level 41
50th Haze 122nd year of Ascendancy at 08:22 see stats
By Linas the Sholtar Mind Knight level 50
32nd Regrowth 123rd year of Ascendancy at 04:19 see stats
By Linas the Sholtar Mind Knight level 27
27th Dusk 122nd year of Ascendancy at 12:36 see stats
By Linas the Sholtar Mind Knight level 44
51st Haze 122nd year of Ascendancy at 12:34 see stats
By Linas the Sholtar Mind Knight level 10
2nd Mirth 122nd year of Ascendancy at 13:14 see stats
By Linas the Sholtar Mind Knight level 20
13rd Dusk 122nd year of Ascendancy at 19:44 see stats
By Linas the Sholtar Mind Knight level 30
30th Dusk 122nd year of Ascendancy at 02:48 see stats
By Linas the Sholtar Mind Knight level 40
48th Haze 122nd year of Ascendancy at 07:20 see stats
By Linas the Sholtar Mind Knight level 50
7th Allure 123rd year of Ascendancy at 00:00 see stats
By Linas the Sholtar Mind Knight level 15
8th Dusk 122nd year of Ascendancy at 20:50 see stats
By Linas the Sholtar Mind Knight level 36
38th Haze 122nd year of Ascendancy at 00:16 see stats
By Linas the Sholtar Mind Knight level 35
38th Dusk 122nd year of Ascendancy at 00:13 see stats
By Linas the Sholtar Mind Knight level 38
43rd Haze 122nd year of Ascendancy at 12:53 see stats
By Linas the Sholtar Mind Knight level 13
5th Dusk 122nd year of Ascendancy at 14:43 see stats
By Linas the Sholtar Mind Knight level 27
27th Dusk 122nd year of Ascendancy at 12:15 see stats
By Linas the Sholtar Mind Knight level 23
20th Dusk 122nd year of Ascendancy at 09:40 see stats
By Linas the Sholtar Mind Knight level 12
4th Flare 122nd year of Ascendancy at 00:45 see stats
By Linas the Sholtar Mind Knight level 45
52nd Haze 122nd year of Ascendancy at 14:56 see stats
By Linas the Sholtar Mind Knight level 23
20th Dusk 122nd year of Ascendancy at 02:37 see stats
By Linas the Sholtar Mind Knight level 31
32nd Dusk 122nd year of Ascendancy at 22:58 see stats
By Linas the Sholtar Mind Knight level 21
15th Dusk 122nd year of Ascendancy at 08:30 see stats
By Linas the Sholtar Mind Knight level 33
37th Dusk 122nd year of Ascendancy at 02:44 see stats
Log
Linas is invigorated by the attack!
Cold drake hatchling hits Linas for (2 antimagic), 0 cold, (2 antimagic), 0 cold (0 total damage).
Eldritch Combat hits Cold drake hatchling for 763 mind damage.
Linas hits Cold drake hatchling for 173 mind, 408 nature, 1 mind, 1 physical, 0 mind (582 total damage).
Linas killed Cold drake hatchling!
You pickup 0.85 gold pieces.
You pickup 0.70 gold pieces.
Linas uses Realign.
Linas's mind surges with critical power!
Linas starts regenerating health quickly.
Linas receives 1029 healing.
Linas deactivates Telepathic Focus.
Linas deactivates Psychic Combat.
Linas deactivates Biokinesis.
Linas stops regenerating health quickly.
Linas deactivates Beyond the Flesh.
Linas deactivates Hypercognition.
Linas deactivates Antimagic Shield.
Linas deactivates Mental Tyranny.
Linas deactivates Fortress of Will.
Linas deactivates Skate.
Linas deactivates Eldritch Combat.
Linas deactivates Wild Growth.
Linas deactivates Anime Style.
Linas deactivates Eldritch Aura.
Linas is no longer attuned.
Linas deactivates Psiblades.