
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. QuickTome QoL Changes 1.7.4Changes 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 Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official 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 1.7.4Combines 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: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Smarter Rest 1.7.6智能休息: Rest becomes smarter: Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Archer |
| Level / Exp | 50 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Betena the skeleton warrior at level 50 on the 48th Regrowth 123rd year of Ascendancy at 07:38 / 1 |
Primary Stats
| Strength | 100 (base 75) |
| Dexterity | 112 (base 74) |
| Constitution | 69 (base 69) |
| Magic | 25 (base 1) |
| Willpower | 54 (base 42) |
| Cunning | 98 (base 71) |
Resources
| Life | -235/1479 |
| Stamina | 128/392 |
| Healing Factor | 1.372721986691 |
| Regeneration | 6.2583346802515 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10007 |
| Infravision | 7 |
| See Stealth | 44.519345751312 |
| See Invisible | 50.519345751312 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 193 |
| Accuracy | 87 |
| Crit Chance | 44% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Temporal | +45% |
| All | +15% |
| Physical | +86% |
| Fire | +32% |
| Nature | +40% |
Offense: Damage Penetration
| Darkness | +15% |
| Temporal | +11% |
| Physical | +101% |
| Arcane | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.857046004564 (49.007671158813%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 33 |
| Mental Save | 56 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Fire | + 69%( 70%) |
| Temporal | + 18%( 70%) |
| Nature | + 31%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 52%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 89% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 7 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 842 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Poisons | 2.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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 |
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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by poison gas trap. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)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 Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Betath the black bear. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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 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 ice 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 giant spider spinneret. * You've found the needed vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. | 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 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 within4 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. * You have destroyed Vor. * 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zoharasin (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +4 Cun / +4 Dex Changes resistances: +15% fire / +14% cold Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +29% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | Murkbright the quiver of dragonbone arrows (22/23, 193 - 270 damage, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 21% chance to reduce damage dealt by 26% Damage (Ranged): +21 acid / +66 darkness Damage (radius 1) on hit: +21 darkness Damage (radius 2) on crit: +21 acid Damage against: +27% Living Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Hellszephyr'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Defense: +15 (+4 eff.) Changes stats: +6 Wil Changes resistances: +15% fire Critical mult.: +40.69% Mental save: +15 (+4 eff.) Maximum life: +68.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Layodhekira' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +19% nature Changes damage: +24% physical Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Unlightkiss the yew totem of stinging [power 302] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +15 (+4 eff.) Changes resistances penetration: +25% physical It can be used to sting an enemy dealing 423 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Defense: +10 (+3 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +7 Dex / +6 Mag Changes resistances: +20% physical / +34% fire / +3% temporal Changes damage: +20% physical Mental save: +10 (+3 eff.) Confusion immunity: +50% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | drakeskin leather belt 'Camoblek'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Armour: +17 Changes stats: +8 Str Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.80% Physical save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +3.16 A belt that goes around your waist. |
| In main hand | MucuslashRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +4 temporal / +12 cold Damage (radius 1) on hit: +8 nature When wielded/worn: Physical power: +23 (+5 eff.) Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Str / +12 Dex Changes resistances penetration: +15% physical Longbows are used to shoot arrows at your foes. |
| On hands | sand voratun gauntlets of archery (0 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +12 Damage (Melee): 8 physical Changes stats: +7 Cun / +6 Dex Changes damage: +10% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | ancient elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +15% all Changes resistances penetration: +11% physical Changes damage: +15% all / +17% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Korazor (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +30 (+6 eff.) Armour: +13 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +30% cold Changes resistances penetration: +25% physical Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Chargesun the gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +15 (+3 eff.) Defense: +25 (+6 eff.) Changes stats: +2 Str / +4 Wil Changes resistances: +2% physical Changes resistances penetration: +25% physical Mental save: +10 (+3 eff.) Confusion immunity: +18% Maximum stamina: +30.00 Amulets make your neck look great! |
Emelulrama the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Changes resistances: +6% blight / +6% temporal / +13% mind / +12% darkness Changes damage: +15% physical Confusion immunity: +31% Amulets make your neck look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SmearveinRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 1) on hit: +20 nature / +20 acid Damage (radius 2) on crit: +20 acid When wielded/worn: Ammo reloads per turn: +8 Changes stats: +8 Mag Changes resistances: +15% acid / +21% lightning Changes resistances penetration: +20% physical Changes damage: +20% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +21% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Breeze's kiss the quiver of dragonbone arrows (21/21, 222 - 312 damage, 36 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 75.5 - 105.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +30 Armour Penetration: +36 Crit. chance: +41.0% Capacity: 21 On weapon hit: * 24% chance to slow global speed by 59% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +400% Damage (Ranged): +50 fire Damage (radius 2) on crit: +21 fire When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Lightraven the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +18% acid Critical mult.: +15.00% Life regen: +3.10 Maximum life: +124.00 Maximum stamina: +65.00 Maximum psi: +40.00 Light radius: +2 Healing mod.: +30% A belt that goes around your waist. |
cashmere cloak 'Betonne' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +5 Str / +4 Dex Changes resistances: +16% light / +13% fire Changes resistances penetration: +20% physical Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flareworm the elven-silk cloak (34 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Defense: +34 (+8 eff.) Changes stats: +6 Dex Changes resistances: +12% fire Changes damage: +24% physical Reduces incoming crit damage: 15.66% Physical save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +3.13 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Runuruiromibar the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +5 Changes stats: +7 Dex / +4 Mag / +8 Wil / +4 Cun Changes resistances: +15% fire / +11% cold Changes resistances penetration: +10% physical Physical save: +14 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +3.00 Only die when reaching: -60.00 life It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 15 turns. A pair of boots made of leather. |
hardened leather gloves 'Shockwrest' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes resistances: +3% lightning / +3% mind Reduces incoming crit damage: 10.00% Physical save: +22 (+8 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +54% Maximum life: +40.00 Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified WoodInfused 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: When used to imbue an object: 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. |
Aneyon the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +15% physical Critical mult.: +10.00% Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life Light radius: +3 When carried: Light radius: +9999 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
dwarven-steel pickaxe 'Woelady' (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to reduce damage dealt by 26% Changes stats: +4 Str / +3 Dex Changes resistances: +6% blight Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Maximum life: +58.00 Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 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 Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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 Recall (3/3)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 Activation costs 122 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. |
yew totem of healing 'Brodaneg' [power 278] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% fire / +9% cold / +6% darkness / +6% nature Confusion immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding 'Winterqueller' [power 116] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% cold Light radius: +3 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Velilrawe the Flashbright [power 470] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +16 Defense: +15 (+4 eff.) Changes stats: +5 Con Changes resistances: +6% light Changes damage: +6% physical Only die when reaching: -40.00 life Maximum stamina: +30.00 It can be used to fire a magical bolt dealing 540 cold damage Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sadetdelen the Ogre Archer level 34
9th Allure 123rd year of Ascendancy at 03:14 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sadetdelen the Ogre Archer level 34
9th Allure 123rd year of Ascendancy at 01:48 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sadetdelen the Ogre Archer level 38
8th Regrowth 123rd year of Ascendancy at 01:57 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Sadetdelen the Ogre Archer level 38
6th Regrowth 123rd year of Ascendancy at 09:43 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sadetdelen the Ogre Archer level 10
10th Haze 122nd year of Ascendancy at 21:32 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Sadetdelen the Ogre Archer level 46
34th Regrowth 123rd year of Ascendancy at 11:20 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Sadetdelen the Ogre Archer level 36
4th Regrowth 123rd year of Ascendancy at 10:02 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sadetdelen the Ogre Archer level 33
7th Allure 123rd year of Ascendancy at 05:47 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Sadetdelen the Ogre Archer level 24
43rd Haze 122nd year of Ascendancy at 05:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sadetdelen the Ogre Archer level 23
39th Haze 122nd year of Ascendancy at 12:35 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sadetdelen the Ogre Archer level 40
8th Regrowth 123rd year of Ascendancy at 12:47 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Sadetdelen the Ogre Archer level 49
44th Regrowth 123rd year of Ascendancy at 17:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sadetdelen the Ogre Archer level 10
78th Dusk 122nd year of Ascendancy at 14:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sadetdelen the Ogre Archer level 20
29th Haze 122nd year of Ascendancy at 03:01 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sadetdelen the Ogre Archer level 30
64th Haze 122nd year of Ascendancy at 08:05 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Sadetdelen the Ogre Archer level 40
8th Regrowth 123rd year of Ascendancy at 11:16 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Sadetdelen the Ogre Archer level 50
45th Regrowth 123rd year of Ascendancy at 16:33 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sadetdelen the Ogre Archer level 47
35th Regrowth 123rd year of Ascendancy at 13:13 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sadetdelen the Ogre Archer level 30
8th Decay 122nd year of Ascendancy at 02:32 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sadetdelen the Ogre Archer level 36
3rd Regrowth 123rd year of Ascendancy at 00:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sadetdelen the Ogre Archer level 20
34th Haze 122nd year of Ascendancy at 21:31 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Sadetdelen the Ogre Archer level 37
4th Regrowth 123rd year of Ascendancy at 11:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sadetdelen the Ogre Archer level 14
15th Haze 122nd year of Ascendancy at 15:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sadetdelen the Ogre Archer level 6
74th Dusk 122nd year of Ascendancy at 09:07 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sadetdelen the Ogre Archer level 27
57th Haze 122nd year of Ascendancy at 07:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Sadetdelen the Ogre Archer level 46
33rd Regrowth 123rd year of Ascendancy at 10:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sadetdelen the Ogre Archer level 5
5th Mirth 122nd year of Ascendancy at 03:43 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sadetdelen the Ogre Archer level 41
10th Regrowth 123rd year of Ascendancy at 19:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sadetdelen the Ogre Archer level 25
43rd Haze 122nd year of Ascendancy at 23:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sadetdelen the Ogre Archer level 14
15th Haze 122nd year of Ascendancy at 14:23 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sadetdelen the Ogre Archer level 33
8th Allure 123rd year of Ascendancy at 03:23 see stats
Log
Armoured skeleton warrior is no longer out of phase.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior can not be healed this way!
Sadetdelen repels an attack from Armoured skeleton warrior.
Sadetdelen damages herself through Martyrdom!
Melee retaliation hits Armoured skeleton warrior for 5 arcane, 5 darkness (11 total damage).
Armoured skeleton warrior hits Sadetdelen for 171 physical, 59 lightning, 16 fire, 25 acid, 96 blight, 3 arcane, 2 darkness, 74 physical (445 total damage).
Sadetdelen's Intuitive Shots performs a ranged critical strike against Armoured skeleton warrior!
Sadetdelen damages herself through Martyrdom!
Sadetdelen's Intuitive Shots hits Armoured skeleton warrior for 232 physical damage.
Something receives 113 healing.
Armoured skeleton warrior hits Sadetdelen for 77 physical damage.
Betena the skeleton warrior uses Swift Shot.
Sadetdelen is hexed!
Sadetdelen's Intuitive Shots killed Armoured skeleton warrior!
Betena the skeleton warrior's Shoot misses Sadetdelen.
Rak'shor, Grand Necromancer of the Pride casts Epidemic.
Rak'shor, Grand Necromancer of the Pride's spell attains critical power!
Rak'shor, Grand Necromancer of the Pride is surging arcane power.
Sadetdelen is afflicted by an epidemic!
Betena the skeleton warrior uses Venomous Strike.
Armoured skeleton warrior receives 42 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Rak'shor, Grand Necromancer of the Pride for 0 blight damage.
Something receives 84 healing from Ghoul's purging blight area effect.
The shield around Rak'shor, Grand Necromancer of the Pride crumbles.
Ghoul activates Bone Shield.
Poison bursts out of Sadetdelen's corpse!
Talent Shoot Down is ready to use.
Deep Wound from Betena the skeleton warrior hits Sadetdelen for 55 physical damage.
Sadetdelen the level 50 ogre archer was shattered to death by Betena the skeleton warrior on level 3 of Rak'shor Pride.


































































































