











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Bugfix Pack 1.7.2An 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 OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Items Vault 1.7.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 47 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by orc cryomancer at level 44 on the 5th Haze 125th year of Ascendancy at 09:44 6 / 1 |
Primary Stats
| Strength | 38 (base 16) |
| Dexterity | 78 (base 50) |
| Constitution | 50 (base 10) |
| Magic | 75 (base 50) |
| Willpower | 39 (base 24) |
| Cunning | 88 (base 60) |
Resources
| Life | 1262/1262 |
| Mana | 451/451 |
| Stamina | 366/366 |
| Equilibrium | 10 |
| Healing Factor | 1.3786847857241 |
| Regeneration | 25.38376446527 |
Speed
| Mental | +16.890996032593% |
| Attack | 0% |
| Movement | 0% |
| Spell | +16.890996032593% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 10 |
| See Stealth | 94.626720578332 |
| See Invisible | 107.62672057833 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 62 |
| Crit Chance | 53% |
| APR | 43 |
| Speed | 0.86 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 62 |
| Crit Chance | 53% |
| APR | 54 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 24% |
| Speed | 0.85549788601439 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Physical | +23% |
| Lightning | +8% |
| Arcane | +11% |
| Fire | +8% |
| All | +2% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +10% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51 (89.687909656376%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 63 |
| Mental Save | 59 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Light | + 20%( 70%) |
| Mind | + 23%( 70%) |
| Cold | + 20%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 30%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Confusion Resistance | 30% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 64% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 565 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 475 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Shadow Feed |
| talent | Volatile Poison |
| talent | Insidious Poison |
| talent | Shadow Combat |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 26 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution 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 |
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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 825. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 voratun boots 'Polubrenn' (0 def, 21 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +21 Fatigue -6% Resists +9% mind +18% fire Phys.save +11 (+3 eff.) Disarm- +20% Teleport- +20% ---------- misc Max.enc +48 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Scorchquell the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +15% physical Res.pen +15% light +25% fire ----- def ----- Defense +15 (+3 eff.) Phys.save +18 (+5 eff.) Blind- +38% Confus- +20% ---------- misc Light +9 See.Stealth +11 See.Invis +14 Track: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eroradil (32 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +25 (+8 eff.) Spell.pwr +5 (+2 eff.) Apr +7 ----- def ----- Defense +32 (+6 eff.) Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 A pointy cloth hat, very wizardly... |
| On hands | heroic voratun gauntlets of regeneration (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +8 Fatigue +5% Mind.save +9 (+3 eff.) Max.HP +61.00 HP.reg +3.10 ---------- misc Stam/turn +0.90 Psi/turn +0.20 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. |
| Tool | yew totem of thorny skin 'Beloth' [power 44] (24/13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% cold +3% physical Crit.dmg- 10.00% Phys.save +9 (+3 eff.) Spell.save +12 (+3 eff.) Max.HP +80.00 Poison- +20% Disease- +20% Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +53.00 HP.reg +8.00 Heal.mod +10% Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 4.5 Pwr.cost 31 out of 50/50. Range 9 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 5 turns and hitting it with all your weapons for 194% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Ivebretira the Boltusher0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +6% lightning +6% fire Res.pen +10% physical Apr +5 ----- def ----- Armour +6 Defense +10 (+2 eff.) Resists +12% lightning Die.at -40.00 life Blind- +26% ---------- misc Infravis +7 Sight +2 See.Invis +10 Amulets make your neck look great! |
| In main hand | Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. This object's appearance was changed to Spelldrinker. |
| Around waist | skylord's drakeskin leather belt of valiance1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +4 Dex +10 Wil +6 Cun ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +28 (+7 eff.) Max.HP +70.00 A belt that goes around your waist. |
| In off hand | Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Flashminister the cashmere cloak (32 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% physical Apr +5 ----- def ----- Defense +32 (+6 eff.) Resists +6% light Phys.save +15 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life ---------- misc Max.stam +30.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
healing infusion (heal 86; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 337; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; magical; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 130; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 130 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 Willpower stat. 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 Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets make your neck look great! |
enraging voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Melee+ 14 light 12 darkness Dmg.mod +8% physical +14% light +9% darkness On Melee Ret: * 11% chance to reduce damage dealt by 21% * 8% chance to blind Amulets make your neck look great! |
savior's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +10 (+3 eff.) Dmg.mod +12% blight +11% fire ----- def ----- Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +16 (+4 eff.) Amulets make your neck look great! |
vitalizing voratun amulet of the fish0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Resists +26% cold Phys.save +17 (+5 eff.) Max.HP +73.00 HP.reg +1.00 ---------- misc Breathe water Amulets make your neck look great! |
wanderer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +7 Cun +8 Con dps ---------- Crit.mult +15.00% Spell.pwr +11 (+3 eff.) Mov.spd +10% Dmg.mod +11% blight +8% fire ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
blighted yew magestaff of wizardry (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +4 Wil dps ---------- Spell.crit +10% Spell.pwr +21 (+6 eff.) Dmg.mod +20% cold ---------- misc Vim/s.crit +4.00 Max.mana +59.00 Max.vim +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gyrig the dragonbone vilestaff (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +20% Spell.pwr +32 (+8 eff.) Melee+ 44 arcane Dmg.mod +30% cold Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 39% * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% acid Phys.save +13 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Vim/s.crit +4.00 Max.mana +74.00 Max.vim +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of protection (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+6 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Resists +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of illumination (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) Dmg.mod +30% cold ----- def ----- Defense +15 (+3 eff.) HP.reg +1.30 Heal.mod +10% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 154.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of invocation (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+6 eff.) S.pwr/crit +13 Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 46.06 to 55.27 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun battleaxe of erosion (168% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 nature While equipped: dps ---------- Res.pen +16% physical Acc +14 (+3 eff.) Apr +19 Massive two-handed battleaxes. |
voratun greatmaul (180% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Normal] Power 180% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Massive two-handed mauls. |
voratun greatsword of corruption (171% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 Massive two-handed swords. |
truestriking voratun longsword of crippling (151% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +8% physical Acc +13 (+3 eff.) Apr +9 Sharp, long, and deadly. |
elemental voratun mace of massacre (168% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 168% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 102 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +25% acid Res.pen +18% acid Blunt and deadly. |
hateful voratun mace of torment (156% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Psionic Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 darkness Against +11% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
voratun dagger 'Pitchedge' (147% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 147% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 mind On Hit.r1 +16 darkness On Crit.r2 +26 fire On Hit: * 24% chance to reduce all saves and defense by 26 * 8% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 21% While equipped: Stats +2 Cun +4 Wil dps ---------- All.spd +6% Dmg.mod +6% darkness Res.pen +25% fire Melee Ret 6 darkness ----- def ----- Resists +3% acid Sharp, short and deadly. |
steady drakeskin leather sling4.0 T5 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +4.0% Acc +11 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
stralite shield 'Arylema' (0 def, 23 armour, 180.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +9% arcane Melee Ret 24 fire ----- def ----- Armour +23 Fatigue +8% Resists +7% physical +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +4 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +23% physical +16% cold ----- def ----- Resists +16% blight +12% cold +10% lightning +15% all Max.HP +64.00 HP.reg +5.30 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +16.00% ----- def ----- Resists +10% blight +15% all Max.HP +74.00 HP.reg +3.80 Heal.mod +19% ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +30.00 HP.reg +4.00 Heal.mod +16% A suit of armour made of leather. |
enlightening drakeskin leather armour of natural resilience (20 def, 8 armour)9.0 T5 light armor [Ego++] Disrupt/Psionic While equipped: Stats +8 Cun +6 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% nature +15% blight D.Red.from +10% Unnatural Mind.save +16 (+4 eff.) A suit of armour made of leather. |
Ivyrevena1.0 T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Str +4 Wil +7 Con dps ---------- Phys.pwr +26 (+8 eff.) Mind.pwr +11 (+4 eff.) ----- def ----- Resists +12% blight Phys.save +39 (+10 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 31 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 66 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
dreamer's pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +9 Wil +5 Cun +4 Con dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +10 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +11 (+3 eff.) Blindside: Puts all charms on 16 cooldown Level 4.5 Pwr.cost 16 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Kilnpython' (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Melee+ 12 nature Dmg.mod +9% fire +11% nature +9% arcane Melee Ret 8 acid ----- def ----- Armour +3 Resists +15% acid +24% fire +10% nature ---------- misc Max.mana +80.00 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. |
thaloren voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +12% cold Mind.save +10 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Salokira' (8 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +15% physical Melee Ret 10 physical ----- def ----- Armour +20 Defense +8 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +15 (+4 eff.) Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 obsidian 3 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+5 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 large geode 5 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 kunzite 5 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 black pearl 13 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
11 diamond0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+6 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+6 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 enormous geode 15 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
16 tanzanite 16 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 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. |
void-walker's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +7% temporal +9% darkness +7% cold Affinity +5% light Def/telep +14 Res/telep +13% Dur/telep +12% ---------- misc Light +6 Sun Flare: Puts all charms on 19 cooldown Level 4.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 192.03 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 62 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 62 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
soldier's voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +6 (+1 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 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. |
overpowered voratun torque of mindblast [power 710] (24/12 cooldown)2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 724 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By James the Cornac Shadowblade level 28
10th Decay 123rd year of Ascendancy at 19:01 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By James the Cornac Shadowblade level 30
19th Regrowth 124th year of Ascendancy at 03:55 see stats
Against all odds
Killed Ukruk in the ambush.By James the Cornac Shadowblade level 27
57th Dusk 123rd year of Ascendancy at 09:31 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By James the Cornac Shadowblade level 38
73rd Pyre 125th year of Ascendancy at 02:55 see stats
Arachnophobia
Destroyed the spydric menace.By James the Cornac Shadowblade level 33
29th Regrowth 125th year of Ascendancy at 14:43 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By James the Cornac Shadowblade level 37
79th Regrowth 125th year of Ascendancy at 19:47 see stats
Brave new world
Went to the Far East and took part in the war.By James the Cornac Shadowblade level 32
76th Haze 124th year of Ascendancy at 10:45 see stats
Bringer of Doom
Killed a Bringer of Doom.By James the Cornac Shadowblade level 13
28th Pyre 123rd year of Ascendancy at 14:33 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By James the Cornac Shadowblade level 31
40th Pyre 124th year of Ascendancy at 18:20 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By James the Cornac Shadowblade level 8
57th Regrowth 123rd year of Ascendancy at 04:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By James the Cornac Shadowblade level 29
5th Regrowth 124th year of Ascendancy at 16:06 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By James the Cornac Shadowblade level 38
49th Pyre 125th year of Ascendancy at 13:00 see stats
Dragon's Greed
Amassed 8000 gold pieces.By James the Cornac Shadowblade level 38
24th Pyre 125th year of Ascendancy at 02:51 see stats
Exterminator
Killed 1000 creatures.By James the Cornac Shadowblade level 18
12nd Dusk 123rd year of Ascendancy at 23:00 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By James the Cornac Shadowblade level 38
64th Pyre 125th year of Ascendancy at 07:16 see stats
Guiding Hand
Saved all escorted adventurers.By James the Cornac Shadowblade level 28
2nd Regrowth 124th year of Ascendancy at 09:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By James the Cornac Shadowblade level 30
19th Regrowth 124th year of Ascendancy at 05:38 see stats
Level 10
Got a character to level 10.By James the Cornac Shadowblade level 10
1st Time of Balance 123rd year of Ascendancy at 04:55 see stats
Level 20
Got a character to level 20.By James the Cornac Shadowblade level 20
24th Dusk 123rd year of Ascendancy at 02:36 see stats
Level 30
Got a character to level 30.By James the Cornac Shadowblade level 30
5th Regrowth 124th year of Ascendancy at 16:06 see stats
Level 40
Got a character to level 40.By James the Cornac Shadowblade level 40
6th Flare 125th year of Ascendancy at 00:05 see stats
Poisonous
Sided with the assassin lord.By James the Cornac Shadowblade level 18
79th Pyre 123rd year of Ascendancy at 23:21 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By James the Cornac Shadowblade level 43
75th Dusk 125th year of Ascendancy at 14:07 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By James the Cornac Shadowblade level 38
18th Pyre 125th year of Ascendancy at 11:20 see stats
Size matters
Did over 600 damage in one attack.By James the Cornac Shadowblade level 42
15th Dusk 125th year of Ascendancy at 19:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By James the Cornac Shadowblade level 31
71st Pyre 124th year of Ascendancy at 16:22 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By James the Cornac Shadowblade level 30
19th Regrowth 124th year of Ascendancy at 03:55 see stats
That was close
Killed your target while having only 1 life left.By James the Cornac Shadowblade level 46
29th Haze 125th year of Ascendancy at 06:09 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By James the Cornac Shadowblade level 30
19th Regrowth 124th year of Ascendancy at 03:55 see stats
The secret city
Discovered the truth about mages.By James the Cornac Shadowblade level 6
3rd Mirth 122nd year of Ascendancy at 11:38 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By James the Cornac Shadowblade level 35
55th Regrowth 125th year of Ascendancy at 07:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By James the Cornac Shadowblade level 27
57th Dusk 123rd year of Ascendancy at 08:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By James the Cornac Shadowblade level 16
38th Pyre 123rd year of Ascendancy at 11:54 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By James the Cornac Shadowblade level 26
56th Dusk 123rd year of Ascendancy at 09:29 see stats
Log
Orc pyromancer casts Rune: Ethereal.
Orc pyromancer becomes ethereal.
Orc pyromancer casts Phase Door.
James picks up (b.): regeneration infusion (heal 337; 15 cd).
Burning from Orc pyromancer hits James for 22 fire damage.
Burning from Orc pyromancer hits James for 22 fire damage.
James stops burning.
James performs a melee critical strike against Orc cryomancer!
Orc cryomancer is magically poisoned!
Orc cryomancer is poisoned!
Orc cryomancer is dazed!
James hits Orc cryomancer for 389 darkness, 60 darkness, 96 physical, 177 darkness, 67 darkness (788 total damage).
Talent Shadowstep is ready to use.
Orc cryomancer is not dazed anymore.
Poison bursts out of Orc cryomancer's corpse!
You collect a new ingredient: orc heart (1).
Deadly Poison from James hits Orc cryomancer for 134 nature damage.
Deadly Poison from James killed Orc cryomancer!
You hear a mechanism clicking.
You pickup 2.25 gold pieces.
You don't see how to get there...
Ran for 6 turns (stop reason: hostile spotted to the southeast (orc pyromancer - offscreen)).






































































































































