













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Zephyr 1.5.8 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.5.8An 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.5.10Allows 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. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Earth Knight |
| Level / Exp | 50 / 1080% |
| Size | big |
| Lifes / Deaths | Killed by Elandar at level 50 on the 7th Regrowth 124th year of Ascendancy at 10:50 / 1 |
Primary Stats
| Strength | 119.02 (base 48) |
| Dexterity | 53 (base 16) |
| Constitution | 125.02 (base 56) |
| Magic | 134.02 (base 61) |
| Willpower | 81 (base 59) |
| Cunning | 69 (base 16) |
Resources
| Life | -933/1744 |
| Mana | 263/572 |
| Stamina | 323/362 |
| Positive | 20/177 |
| Healing Factor | 1.9910133678374 |
| Regeneration | 17.222265631794 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 12 |
| See Stealth | 21 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 400 |
| Accuracy | 59 |
| Crit Chance | 72% |
| APR | 45 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 172 |
| Accuracy | 59 |
| Crit Chance | 71% |
| APR | 60 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 37% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Lightning | +24% |
| Light | +7% |
| Temporal | +6% |
| Darkness | +6% |
| Physical | +20% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +57% |
| Nature | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 148.4071403461 (100%) |
| Defense | 32 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 90 |
| Spell Save | 79 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 26%( 50%) |
| Blight | + 49%( 70%) |
| Arcane | + 49%( 70%) |
| Cold | + 43%( 70%) |
| All | + 39%( 70%) |
| Darkness | + 45%( 70%) |
| Lightning | + 40%( 70%) |
| Physical | + 96%(100%) |
| Mind | + 46%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 40% |
| Poison Resistance | 12% |
| Blind Resistance | 34% |
| Silence Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (6/6)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 757 damage for 8 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 670 damage for 6 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1029% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 970% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 10 turns. While Heroism is active, you will only die when reaching -1095 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 10 turns. While Heroism is active, you will only die when reaching -1038 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Spell / Terramancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Terramorphism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat Casting | 1.34 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Eldritch Combat |
| talent | Earthen Body |
| talent | Anime Style |
| talent | Refine Ore |
| talent | Verdant Blood |
| talent | Arcane Power |
| talent | Eldritch Aura |
| talent | Steelskin |
| talent | Chant of Fortress |
| detrimental effect | The target is on fire, taking 127.93 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Increases your three highest stats by 24 and keeps you from dying even if your life drops to -907. Heroism |
| detrimental effect | Your body is cauterizing, burning for 11.11 damage each turn. Cauterize |
| beneficial effect | The target is protected from silence effects. Sanctity |
| beneficial effect | The character is entombing others in the earth temporarily. Entombing others |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target takes cover in its shell, reducing all damage taken by 32%. Shell Shield |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| beneficial effect | Increases the effectiveness of all healing the target receives by 41%. Empowered Healing |
| detrimental effect | Your strength is fading, causing you to take 167.71 damage each turn. Fading |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Ce'Nalradama the copperhead snake. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Vorilera the forest troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Emevena the hornet swarm. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by emperor wight. Escort: repented thief (level 7 of Dreadfell) | failed |
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. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2135. | 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. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* 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 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 | Ivyrebeth (3 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +7 (+4 eff.) Fatigue: +3% Changes stats: +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +7% physical Spell save: +4 (+1 eff.) Mental save: +39 (+10 eff.) Lowers spell cool-downs by: 10% Mindpower: +10 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 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. |
| Quiver | Woemarrow of the Blightspawn (57/57, 54-75.6 power, 22 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 54.0 - 75.6 Uses stats: 29% Dex, 170% Mag, 21% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Crit. chance: +2.5% Capacity: 57 Turns elapse between self-loadings: 0 When this weapon hits: Epidemic (10% chance level 4). When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 24% chance to disease Damage (Ranged): +17 blight / +14 cold / +12 arcane Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Duvosus the dwarven lanternRequires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +6 Wil Critical mult.: +17.00% Blindness immunity: +34% Confusion immunity: +30% Psi when hit: +0.08 Maximum life: +69.00 Mental crit. chance: +6% Light radius: +10 See stealth: +21 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Oladehor the dwarven-steel helm (0 def, 4 armour) =sanctity=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 20 arcane / 4 blight Changes stats: +3 Cun / +4 Wil Changes resistances: +10% blight / +7% cold / +10% darkness / +8% fire Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +1% Mindpower: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Contlets (0 def, 23 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +15% Changes stats: +5 Str / +5 Mag / +5 Wil / +26 Con Changes resistances: +12% physical Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 15.00% Physical save: +26 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +100% Life regen: +4.00 Stamina each turn: +1.40 Maximum stamina: +31.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 17% Str, 130% Mag, 17% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +29 physical Burst (radius 2) on crit: +4 temporal Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | pick of destiny (dig speed 7 turns)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +19.0% Armour: +15 Defense: +8 (+4 eff.) Changes stats: +13 Str / +5 Mag / +10 Wil / +6 Cun Changes resistances: +12% physical Physical save: +6 (+2 eff.) Life regen: +0.40 Maximum mana: +60.00 Spell crit. chance: +10% Mental crit. chance: +11% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | SalydaRequires: Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -2% Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +4 Str / +1 Mag / +1 Cun Changes resistances: +28% nature / +7% blight Changes damage: +11% nature Poison immunity: +12% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +23 (+5 eff.) Changes stats: +4 Str / +17 Dex / +8 Mag / +8 Wil / +17 Cun / +3 Con Changes resistances: +12% mind Reduces incoming crit damage: 15.00% Spellpower: +13 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Blackfiend of the BlightspawnRequires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +17 Mag / -13 Wil Changes damage: +15% physical / +6% temporal / +7% light / +6% darkness Talent mastery: +0.34 Technique / Combat Casting Critical mult.: +15.00% Mental save: +6 (+2 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Combat speed: +10% Amulets can have magical properties. |
| In main hand | voratun battleaxe 'Strikeobeisance' (57-85.5 power, 5 apr) =forgotten=Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 170% Mag, 51% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +21 nature / +19 temporal Burst (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +14 (+7 eff.) Disarm immunity: +45% Maximum stamina: +35.00 Massive two-handed battleaxes. |
| Around waist | bbbelt?Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to daze at end of turn * 35% chance to corrode armour by 30% Changes stats: +12 Dex / +12 Cun / +10 Lck Changes resistances: +3% lightning Changes damage: +24% lightning Trap disarming bonus: +30 Stealth bonus: +12 Physical save: +15 (+3 eff.) Mental save: +12 (+3 eff.) Spellpower: +12 (+2 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +14% Infravision radius: +6 A belt that goes around your waist. |
| In off hand | Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 150% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: +0 (+0 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Cloak | Wrap of Stone (0 def, 10 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 17/60) : Effective talent level: 1.3 Power cost: 60 out of 17/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 169.10 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Cuirass of the Dark Lord (0 def, 34 armour)Requires: - Magic 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +34 Fatigue: +24% Damage when hit (Melee): 37 physical Changes stats: +12 Str / +12 Con Changes resistances: +22% physical Physical save: +17 (+4 eff.) Life regen: +4.00 Blood Charges: 1 It can be used to drain blood from all creatures within range 5, causing them to bleed for 388.80 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 3/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion of the titan (resist 41%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead =revive=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level.truestriking iron battleaxe of erosion (11.5-17.25 power, 1 apr) Requires: - Magic 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.3 Uses stats: 170% Mag, 51% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 nature / +12 temporal When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Lavadash (87-130.5 power, 4 apr) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.0 - 130.5 Uses stats: 170% Mag, 51% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 fire Burst (radius 2) on crit: +20 fire When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% fire Changes resistances penetration: +10% darkness Changes damage: +9% fire Mental save: +12 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Massive two-handed mauls. |
Hellsnight (64.5-103.2 power, 23 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 170% Mag, 51% Str Damage type: Blight Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +76% Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +17 (+8 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances: +3% blight Reduces incoming crit damage: 10.00% Disarm immunity: +70% Light radius: +1 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Voremira the voratun greatsword (63-100.8 power, 4 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 170% Mag, 51% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +26 lightning / +4 mind When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 8 acid Changes stats: +2 Str / +2 Wil / +4 Con Changes damage: +9% acid Grants telepathy: Dragon Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Xanulrama the Forestking (65.5-104.8 power, 4 apr) Requires: - Magic 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stats: 170% Mag, 51% Str Damage type: Nature Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 54% * 25% chance to remove a magical effect Damage (Melee): +28 nature Burst (radius 1) on hit: +20 nature / +12 darkness Burst (radius 2) on crit: +16 nature When wielded/worn: Changes resistances: +6% acid / +18% fire / +6% lightning / +6% cold Changes resistances penetration: +10% darkness Spell save: +6 (+1 eff.) Massive two-handed swords. |
Spelldrinker (27-35.1 power, 8 apr) =disperse=Requires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 23% Dex, 155% Mag, 19% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level.gloomy voratun shield (12 def, 3 armour, 72.5-87 power, 185.5 block) Requires: - Magic 48 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stats: 150% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +186 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 34% chance to cause random gloom Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour (5 def, 10 armour) Requires: - Magic 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Life regen: +7.30 Stamina each turn: +2.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of Eyal (5 def, 10 armour) Requires: - Magic 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Life regen: +12.00 Stamina each turn: +2.40 Maximum life: +100.00 Healing mod.: +28% A suit of armour made of mail. |
Cyrynor (6 def, 8 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +4 Cun / +3 Str Changes resistances: +14% cold Allows you to breathe in: water Life regen: +0.80 Maximum life: +20.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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, costing 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. |
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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 568.04 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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, costing 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 817.05 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Balsi the Ogre Earth Knight level 35
22nd Pyre 123rd year of Ascendancy at 15:44 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Balsi the Ogre Earth Knight level 29
31st Regrowth 123rd year of Ascendancy at 02:23 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Balsi the Ogre Earth Knight level 33
48th Regrowth 123rd year of Ascendancy at 06:24 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Balsi the Ogre Earth Knight level 40
43rd Pyre 123rd year of Ascendancy at 16:48 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Balsi the Ogre Earth Knight level 41
63rd Pyre 123rd year of Ascendancy at 12:20 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Balsi the Ogre Earth Knight level 49
20th Haze 123rd year of Ascendancy at 22:58 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Balsi the Ogre Earth Knight level 38
38th Pyre 123rd year of Ascendancy at 11:12 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Balsi the Ogre Earth Knight level 20
38th Haze 122nd year of Ascendancy at 16:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Balsi the Ogre Earth Knight level 11
6th Flare 122nd year of Ascendancy at 09:15 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Balsi the Ogre Earth Knight level 41
62nd Pyre 123rd year of Ascendancy at 10:07 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Balsi the Ogre Earth Knight level 37
34th Pyre 123rd year of Ascendancy at 04:49 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Balsi the Ogre Earth Knight level 30
37th Regrowth 123rd year of Ascendancy at 17:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Balsi the Ogre Earth Knight level 23
79th Haze 122nd year of Ascendancy at 13:06 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Balsi the Ogre Earth Knight level 19
54th Dusk 122nd year of Ascendancy at 10:00 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Balsi the Ogre Earth Knight level 50
1st Regrowth 124th year of Ascendancy at 11:28 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 Balsi the Ogre Earth Knight level 29
31st Regrowth 123rd year of Ascendancy at 01:51 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 Balsi the Ogre Earth Knight level 44
68th Pyre 123rd year of Ascendancy at 04:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Balsi the Ogre Earth Knight level 10
2nd Summertide 122nd year of Ascendancy at 07:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Balsi the Ogre Earth Knight level 20
38th Haze 122nd year of Ascendancy at 10:59 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Balsi the Ogre Earth Knight level 30
36th Regrowth 123rd year of Ascendancy at 00:27 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Balsi the Ogre Earth Knight level 40
43rd Pyre 123rd year of Ascendancy at 02:06 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Balsi the Ogre Earth Knight level 50
32nd Haze 123rd year of Ascendancy at 04:35 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Balsi the Ogre Earth Knight level 50
8th Allure 124th year of Ascendancy at 16:41 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Balsi the Ogre Earth Knight level 50
44th Haze 123rd year of Ascendancy at 05:14 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Balsi the Ogre Earth Knight level 19
78th Dusk 122nd year of Ascendancy at 07:09 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Balsi the Ogre Earth Knight level 47
16th Haze 123rd year of Ascendancy at 14:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Balsi the Ogre Earth Knight level 31
42nd Regrowth 123rd year of Ascendancy at 16:38 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Balsi the Ogre Earth Knight level 37
34th Pyre 123rd year of Ascendancy at 11:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Balsi the Ogre Earth Knight level 9
9th Mirth 122nd year of Ascendancy at 07:21 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Balsi the Ogre Earth Knight level 29
31st Regrowth 123rd year of Ascendancy at 02:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Balsi the Ogre Earth Knight level 12
6th Dusk 122nd year of Ascendancy at 20:44 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Balsi the Ogre Earth Knight level 45
7th Dusk 123rd year of Ascendancy at 06:25 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Balsi the Ogre Earth Knight level 21
41st Haze 122nd year of Ascendancy at 19:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Balsi the Ogre Earth Knight level 14
24th Dusk 122nd year of Ascendancy at 11:39 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Balsi the Ogre Earth Knight level 32
47th Regrowth 123rd year of Ascendancy at 02:22 see stats
Log
Elandar hits Balsi for (23 resist armour), (139 absorbed), 0 arcane, (23 resist armour), (45 absorbed), 0 fire (0 total damage).
Talent Earth Burst is ready to use.
Balsi hits Balsi for (66 absorbed) damage.
Fading hits Balsi for 102 damage.
Burning from Elandar hits Balsi for (23 resist armour), (121 absorbed), 0 fire (0 total damage).
Balsi hits Elandar for (13 absorbed), 19 physical, (0 absorbed), 1 blight, (1 absorbed), 2 arcane (22 total damage).
Elandar hits Balsi for (23 resist armour), (148 absorbed), 0 arcane, (23 resist armour), (45 absorbed), 0 fire (0 total damage).
Balsi takes cover under its shell.
Your shield crumbles under the damage!
The shield around Balsi crumbles.
Balsi is wreathed in flames on the brink of death!
Your shield crumbles under the damage!
Balsi hits Elandar for (13 absorbed), 19 physical, (0 absorbed), 1 blight, (1 absorbed), 2 arcane (22 total damage).
Elandar hits Balsi for (23 resist armour), (59 absorbed), 0 arcane, (23 resist armour), (0 absorbed), 0 fire (0 total damage).
Elandar shrugs off the effect 'Silenced'!
A shield forms around Balsi.
Balsi receives 68 healing from Balsi's healing light area effect.
Elandar receives 56 healing from Balsi's healing light area effect.
Balsi casts Earth Burst.
The shield around Elandar crumbles.
Balsi hits Elandar for (46 absorbed), 71 nature, (38 absorbed), 16 physical (87 total damage).
Elandar's spell attains critical power!
Elandar has not been stopped!
Your shield crumbles under the damage!
The shield around Balsi crumbles.
Balsi hits Elandar for 31 physical, 1 blight, 3 arcane (35 total damage).
Elandar hits Balsi for (23 resist armour), (107 absorbed), 0 arcane, (23 resist armour), (36 absorbed), 39 fire (39 total damage).
Your shield crumbles under the damage!
Saving game...








































































