
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. 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. Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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: 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: 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. 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: 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. 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: 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: 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:
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! Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Raider 1.5.10Adds the Raider sub-class, a versatile mid-range fighter who wields a sword in one hand and a steam gun in another. Disperse clouds of gunpowder and detonate them in brutal chain reactions, or lay low your foes with shotgun blasts. 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. :) 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:
Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: 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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. 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. 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. All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying 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 | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 1843% |
| Size | medium |
| Lifes / Deaths | Killed by Venar at level 20 on the 53rd Haze 122nd year of Ascendancy at 09:16 / 3Killed by fire drake at level 46 on the 75th Pyre 123rd year of Ascendancy at 01:58 Killed by Poletira the naga myrmidon at level 50 on the 6th Flare 123rd year of Ascendancy at 19:10 |
Primary Stats
| Strength | 30 (base 6) |
| Dexterity | 70 (base 47) |
| Constitution | 78 (base 69) |
| Magic | 161 (base 69) |
| Willpower | 133 (base 69) |
| Cunning | 150 (base 75) |
Resources
| Life | 404/404 |
| Mana | 938/938 |
| Soul | 11/14 |
| Vim | 306/306 |
| Healing Factor | 1.9625372656297 |
| Regeneration | 8.3407833789264 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 62 |
| Crit Chance | 70% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 78 |
| Crit Chance | 70% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 116 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +36% |
| Arcane | +65% |
| Cold | +55% |
| All | +30% |
| Physical | +172% |
| Darkness | +116% |
| Light | +38% |
| Temporal | +65% |
| Lightning | +53% |
| Mind | +33% |
| Fire | +50% |
| Nature | +50% |
Offense: Damage Penetration
| Physical | +62% |
| Darkness | +76% |
| Fire | +17% |
| Temporal | +8% |
| Mind | +20% |
| Arcane | +10% |
| Cold | +45% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 49 (48.304188961773%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 93 |
| Mental Save | 88 |
Defense: Resistances
| Blight | + 56%( 70%) |
| Arcane | + 50%( 70%) |
| Cold | + 57%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 39%( 70%) |
| Physical | + 62%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 65%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 67% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 47% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 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 106 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. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 673 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Eradication | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Master of bones | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Undead / Lich | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Secrets of the Eternals |
| talent | Grim Shadow |
| talent | Aura of Undeath |
| talent | Erupting Shadows |
| talent | Eternal Night |
| talent | Utterly Destroyed |
| talent | Spikes of Decrepitude |
| beneficial effect | Physical power, spellpower and all saves increased by 46. Commander of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Islemiwe the skeleton archer. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xalaith the skeleton archer. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | active |
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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1766. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Frozenshine' (18 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +16 Defense: +18 (+4 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +12% cold Changes damage: +6% blight Critical mult.: +10.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Spellpower: +30 (+5 eff.) Infravision radius: +3 Movement speed: +25% Activating this item is instant. It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | 58 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Dairylagar the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +41 (+11 eff.) Changes stats: +9 Str / +8 Dex / +5 Mag Physical save: +11 (+3 eff.) Vim when firing critical spell: +2.71 Spellpower: +41 (+6 eff.) Spell crit. chance: +6% Light radius: +7 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Layeth' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +28% lightning / +21% physical / +20% darkness / +6% blight / +30% nature / +5% arcane Changes damage: +19% lightning / +20% physical / +15% darkness / +20% nature Spell save: +9 (+1 eff.) Disarm immunity: +20% Confusion immunity: +20% Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
| On hands | Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 6.6 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 338.37 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | yew wand of lightning storm 'Lisygana' [power 296] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +6% blight Disease immunity: +20% Silence immunity: +20% Life regen: +4.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (452 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 6.1 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 587.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | voratun amber ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +5 Cun / +8 Mag Changes damage: +8% all Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
| Around neck | stralite amulet 'Serpentmonster'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Dex / +8 Mag / +5 Cun / +3 Con Changes resistances: +15% nature Changes damage: +7% physical / +8% temporal / +8% darkness / +8% light Reduces incoming crit damage: 15.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Amulets make your neck look great! |
| In main hand | magewarrior's short dragonbone starstaff of the prodigy (73 - 88 damage, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +8.0% Physical power: +10 (+4 eff.) Changes stats: +13 Mag / +13 Wil / +15 Cun Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +22 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Unlightsteel'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +18% blight Changes resistances penetration: +20% mind / +13% physical Changes damage: +19% physical / +15% darkness / +12% cold Equilibrium when hit: +0.20 Mindpower: +15 (+3 eff.) A belt that goes around your waist. |
| In off hand | pulsing mindstar 'Shinewrecker' (53 - 58 damage, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 light / +23 arcane When wielded/worn: Damage (Melee): 15 fire Changes stats: +4 Wil / +14 Cun / +1 Con Changes resistances: +16% fire / +3% light / +9% physical Changes resistances penetration: +17% fire / +8% physical Changes damage: +16% fire / +9% arcane / +8% physical Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +9% 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 | elven-silk cloak 'Huratar' (4 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +14 Defense: +4 (+1 eff.) Changes stats: +6 Mag / +15 Wil / +2 Cun Changes resistances: +22% darkness Changes resistances penetration: +20% darkness Changes damage: +17% darkness Critical mult.: +30.00% Stealth bonus: +36 Mana each turn: +0.16 Spellpower: +5 (+1 eff.) Spell crit. chance: +8% Light radius: +1 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tulifast the silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to reduce armor by 54% Changes stats: +11 Mag / +8 Wil Changes resistances: +13% all Changes resistances penetration: +8% temporal / +11% darkness / +26% physical Changes damage: +42% physical / +22% darkness / +27% temporal / +11% arcane / +3% mind / +10% all Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum mana: +50.00 Maximum hate: +10.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +9% Mindpower: +9 (+2 eff.) Mental crit. chance: +10% Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 80% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 56%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 798%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 798% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the wizard (regen 1771% over 10 turns; mana 89; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1771% for 10 turns (2139 total) and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
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 Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
sneakthief's stralite ring of the mountain (+14%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +14% physical Changes damage: +14% physical Rings make your fingers look great! |
DuatheltideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce damage dealt by 36% Changes stats: +13 Wil Changes damage: +15% darkness Maximum encumbrance: +40 Light radius: +3 See invisible: +24 Rings make your fingers look great! |
Zanilin the GloomstreakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +9 Mag Changes resistances: +12% lightning / +9% light / +20% blight Spell save: +18 (+3 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Maximum life: +60.00 Rings make your fingers look great! |
gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 46 Damage (Melee): 11 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 46 Damage (Ranged): 26 physical Changes stats: +8 Str / +5 Cun / +7 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gladiator's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +5 Str / +8 Con Disarm immunity: +34% Pinning immunity: +28% Knockback immunity: +50% Maximum life: +39.00 Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +8.00 Maximum life: +80.00 Healing mod.: +15% Rings make your fingers look great! |
voratun ring 'Ivutha'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +7 Wil / +8 Con Reduces incoming crit damage: 15.00% Spell save: +16 (+3 eff.) Silence immunity: +40% Mana each turn: +0.25 Maximum stamina: +28.00 Spellpower: +11 (+2 eff.) See invisible: +12 Rings make your fingers look great! |
Awakened Staff of Absorption (122 - 147 damage, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff 'Heatmight' (73 - 88 damage, 6 apr, physical element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +10.0% Physical power: +14 (+5 eff.) Effects on melee hit: * 27% chance to slow global speed by 75% Changes stats: +4 Str / +4 Con Changes resistances: +24% lightning / +41% acid Changes resistances penetration: +20% fire Changes damage: +12% fire / +20% mind / +30% physical Talent granted: +1 Command Staff Spellpower: +24 (+4 eff.) Spell crit. chance: +9% Mindpower: +35 (+7 eff.) Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magelord's dragonbone starstaff of wizardry (73 - 88 damage, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 36 arcane Changes stats: +6 Mag / +5 Wil Changes damage: +30% physical Talent granted: +1 Command Staff Maximum mana: +230.00 Spellpower: +36 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.void walker's dragonbone starstaff of channeling (73 - 88 damage, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness / +15% temporal Changes damage: +30% physical Talent granted: +1 Command Staff Mana each turn: +0.59 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +21 Resist all after a teleport: +19% New effects duration reduction after a teleport: +25% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Dairygohir the Coalspiker (51 - 82 damage, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight Damage (radius 1) on hit: +27 darkness / +20 cold Damage (radius 2) on crit: +24 darkness When wielded/worn: Accuracy: +35 (+9 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 43 Changes stats: +16 Str Changes resistances: +18% darkness / +24% cold Changes resistances penetration: +25% temporal Changes damage: +33% cold / +20% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elemental voratun greatsword of crippling (50 - 80 damage, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 166 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +21.0% Changes resistances penetration: +42% cold Changes damage: +42% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Butcher (43 - 60 damage, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level.enhanced voratun longsword of erosion (41 - 57 damage, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Changes stats: +13 Str / +12 Dex / +13 Mag / +13 Wil / +9 Cun / +13 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of ruin (41 - 57 damage, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Critical mult.: +35.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun mace of erosion (42 - 59 damage, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +18 nature Damage (radius 2) on crit: +45 lightning / +39 cold When wielded/worn: Changes resistances penetration: +21% lightning / +25% cold Movement speed: +45% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun mace of persecution (42 - 59 damage, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +36 cold Damage against: +30% Unnatural When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +22% lightning / +25% cold Movement speed: +50% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.acidic voratun waraxe of paradox (39 - 55 damage, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 278 damage over 5 turns and reducing armor and accuracy by 35 Damage (Melee): +20 temporal When wielded/worn: Changes resistances: +20% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun dagger of ruin (49 - 64 damage, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 43 Damage (Melee): +20 blight When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Critical mult.: +35.00% Disease immunity: +29% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.creative living mindstar of flames (55 - 60 damage, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes stats: +7 Cun Changes resistances: +19% fire Changes resistances penetration: +18% fire Changes damage: +20% fire Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +10% 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. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Life regen: +6.00 Maximum life: +98.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.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 resistances: +15% all Changes damage: +17% all Spellpower: +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Adiriath the Naturewhisper (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 27% chance to slow global speed by 75% Changes resistances: +27% cold / +4% physical / +18% temporal Changes resistances penetration: +20% nature / +25% temporal Changes damage: +15% nature Only die when reaching: -108.81 life A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Erelichak (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 14 temporal Changes stats: +9 Dex / +3 Con Changes resistances: +30% cold / +24% nature / +18% fire Changes damage: +15% temporal Pinning immunity: +27% Only die when reaching: -80.00 life Healing mod.: +25% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of spell shielding (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +10% arcane Spell save: +25 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of delving (0 def, 29 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Fatigue: +22% Changes stats: +10 Str Changes resistances: +20% darkness / +15% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Zanygakath the BoltfoePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag / +4 Wil Changes resistances: +15% lightning Changes resistances penetration: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Mental save: +11 (+2 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +3% A belt that goes around your waist. |
Chargerage the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% fire / +24% cold / +3% mind / +5% arcane Changes damage: +3% lightning Silence immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcscar (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Mag Changes resistances penetration: +20% lightning / +20% acid Changes damage: +9% lightning / +15% arcane / +9% blight Mana when firing critical spell: +2.09 Maximum life: +59.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 866.99 cold damage and condensing the air into freezing vapors that deal 289.00 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
This item will automatically be transmogrified when you leave the level.eldritch pair of drakeskin leather boots of force (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +16 (+6 eff.) Armour: +5 Changes stats: +5 Mag / +6 Wil Mana each turn: +0.55 Maximum mana: +55.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +3% Mindpower: +17 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of force (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+6 eff.) Armour: +5 Spellpower: +18 (+3 eff.) Mindpower: +18 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +25 (+6 eff.) Mental save: +23 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duvaladofang the Murkslice (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+7 eff.) Physical crit. chance: +17.0% Armour: +3 Fatigue: +5% Damage (Melee): 16 arcane Changes stats: +5 Dex / +10 Mag / +9 Wil Changes resistances: +10% arcane Changes resistances penetration: +20% darkness Changes damage: +7% arcane Critical mult.: +15.00% Mental save: +6 (+1 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +30.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +17% Mental crit. chance: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.grounding elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +12% lightning / +15% temporal Spellpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing elven-silk wizard hat (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Wil Physical save: +15 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Erelundil (44 def, 22 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Defense: +44 (+10 eff.) Changes resistances: +33% acid / +30% light / +7% arcane Changes damage: +20% light Poison immunity: +27% Disease immunity: +27% Maximum life: +136.01 Damage Shield penetration: +41% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.catburglar's voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex / +5 Con Changes resistances: +24% darkness Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing voratun helm of fortune (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck Changes resistances: +15% nature / +15% blight Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 fire opal0.00 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 30 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye0.00 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% blight / +8% darkness Spellpower: +14 (+2 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 49 blight damage or heals 54 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
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. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
iron pickaxe of quickening (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Elimira' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Fatigue: -8% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +6 Str Changes resistances: +7% darkness / +8% fire Reduces incoming crit damage: 10.00% Infravision radius: +8 When carried: Talent granted: +1 Dig 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 Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 211% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Eilinena the ash totem of healing [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 54% Changes resistances: +6% mind It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Increase the duration of 1 beneficial effects by 1. * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.overpowered dragonbone totem of thorny skin [power 139] (26 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 139 and armour hardiness by 70% Activation puts all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.soothing dragonbone totem of healing [power 560] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 109. Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding 'Ulumas' [power 176] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +3 Cun / +1 Con Reduces incoming crit damage: 5.00% It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Venar the Lich Necromancer level 38
73rd Regrowth 123rd year of Ascendancy at 00:23 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Venar the Lich Necromancer level 37
71st Regrowth 123rd year of Ascendancy at 05:27 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Venar the Lich Necromancer level 33
59th Regrowth 123rd year of Ascendancy at 21:37 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 Venar the Lich Necromancer level 41
22nd Pyre 123rd year of Ascendancy at 16:45 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Venar the Lich Necromancer level 50
3rd Flare 123rd year of Ascendancy at 22:39 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Venar the Lich Necromancer level 40
18th Pyre 123rd year of Ascendancy at 16:33 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Venar the Shalore Necromancer level 7
55th Dusk 122nd year of Ascendancy at 14:19 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Venar the Lich Necromancer level 40
16th Pyre 123rd year of Ascendancy at 16:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Venar the Lich Necromancer level 32
23rd Regrowth 123rd year of Ascendancy at 18:09 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Venar the Lich Necromancer level 50
18th Dusk 123rd year of Ascendancy at 15:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Venar the Lich Necromancer level 23
65th Haze 122nd year of Ascendancy at 15:51 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Venar the Lich Necromancer level 31
5th Allure 123rd year of Ascendancy at 06:46 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Venar the Lich Necromancer level 22
63rd Haze 122nd year of Ascendancy at 05:10 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Venar the Lich Necromancer level 50
15th Dusk 123rd year of Ascendancy at 04:59 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Venar the Lich Necromancer level 33
25th Regrowth 123rd year of Ascendancy at 19:46 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 Venar the Lich Necromancer level 42
22nd Pyre 123rd year of Ascendancy at 17:35 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Venar the Lich Necromancer level 31
3rd Allure 123rd year of Ascendancy at 11:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Venar the Shalore Necromancer level 10
64th Dusk 122nd year of Ascendancy at 22:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Venar the Shalore Necromancer level 20
48th Haze 122nd year of Ascendancy at 15:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Venar the Lich Necromancer level 30
1st Wintertide 123rd year of Ascendancy at 13:05 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Venar the Lich Necromancer level 40
16th Pyre 123rd year of Ascendancy at 08:15 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Venar the Lich Necromancer level 50
3rd Flare 123rd year of Ascendancy at 00:32 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Venar the Lich Necromancer level 20
53rd Haze 122nd year of Ascendancy at 09:16 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Venar the Lich Necromancer level 50
14th Dusk 123rd year of Ascendancy at 02:17 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Venar the Lich Necromancer level 48
9th Mirth 123rd year of Ascendancy at 03:38 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Venar the Lich Necromancer level 38
4th Pyre 123rd year of Ascendancy at 05:17 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Venar the Lich Necromancer level 25
78th Haze 122nd year of Ascendancy at 12:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Venar the Lich Necromancer level 23
65th Haze 122nd year of Ascendancy at 23:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Venar the Shalore Necromancer level 15
34th Haze 122nd year of Ascendancy at 12:34 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Venar the Lich Necromancer level 40
16th Pyre 123rd year of Ascendancy at 18:14 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Venar the Lich Necromancer level 50
18th Dusk 123rd year of Ascendancy at 15:25 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Venar the Shalore Necromancer level 6
76th Pyre 122nd year of Ascendancy at 00:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Venar the Shalore Necromancer level 6
48th Dusk 122nd year of Ascendancy at 22:59 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Venar the Lich Necromancer level 50
18th Dusk 123rd year of Ascendancy at 15:25 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Venar the Lich Necromancer level 35
65th Regrowth 123rd year of Ascendancy at 20:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Venar the Shalore Necromancer level 11
67th Dusk 122nd year of Ascendancy at 13:18 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Venar the Lich Necromancer level 29
1st Wintertide 123rd year of Ascendancy at 05:10 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Venar the Lich Necromancer level 44
47th Pyre 123rd year of Ascendancy at 02:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Venar the Lich Necromancer level 22
64th Haze 122nd year of Ascendancy at 03:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Venar the Shalore Necromancer level 15
34th Haze 122nd year of Ascendancy at 12:06 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Venar the Lich Necromancer level 36
70th Regrowth 123rd year of Ascendancy at 15:35 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Venar the Lich Necromancer level 50
3rd Flare 123rd year of Ascendancy at 06:30 see stats
Log
You pickup 0.65 gold pieces.
You pickup 0.60 gold pieces.
You pickup 1.00 gold pieces.
Venar picks up (C.): voratun mail armour of spell shielding (5 def, 10 armour).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
Venar picks up (r.): elemental voratun greatsword of crippling (39 - 62 damage, 4 apr).
Venar picks up (J.): eldritch pair of drakeskin leather boots of force (0 def, 5 armour).
Venar picks up (p.): magelord's dragonbone starstaff of wizardry (64 - 77 damage, 6 apr, physical element).
Venar picks up (B.): elven-silk robe of life (0 def, 0 armour).
Venar picks up (Q.): grounding elven-silk wizard hat of arcana (3 def, 0 armour).
Ran for 16 turns (stop reason: interesting terrain).
Ran for 3 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Today is the 19th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.




































































































































