Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.2.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. 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.] Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.2.0Combines 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 1.2.5This 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. Items Vault 1.2.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: New Gem Types 1.2.5Adds 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! Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. More Taints 1.2.3Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! magebow class v17 1.1.5Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Storm Warden |
| Level / Exp | 47 / 46% |
| Size | huge |
| Lifes / Deaths | Killed by elven cultist at level 7 on the 10th Mirth 122nd year of Ascendancy at 17:18 0 / 7Killed by skeleton mage at level 13 on the 77th Dusk 122nd year of Ascendancy at 17:42 Killed by barrow wight at level 13 on the 77th Dusk 122nd year of Ascendancy at 19:08 Killed by skeleton mage at level 16 on the 26th Haze 122nd year of Ascendancy at 06:15 Killed by Borius, Avatar of Bearness at level 23 on the 38th Regrowth 123rd year of Ascendancy at 14:04 Killed by orc high cryomancer at level 38 on the 21st Pyre 124th year of Ascendancy at 21:15 Killed by Xanorlk the Crusher at level 47 on the 11st Haze 124th year of Ascendancy at 03:16 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 111 (base 65) |
| Constitution | 20 (base 20) |
| Magic | 107 (base 64) |
| Willpower | 27 (base 10) |
| Cunning | 98 (base 57) |
Resources
| Mana | 421/421 |
| Equilibrium | 0 |
| Life | 1225/1225 |
| Positive | 0/168 |
| Stamina | 260/260 |
| Healing Factor | 1.1 |
| Regeneration | 7.3978972393905 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +43% |
| Spell | 0% |
| Global | +100.7% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 35.226695428205 |
| See Invisible | 50.74122516749 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 80 |
| Crit Chance | 43% |
| APR | 66 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 80 |
| Crit Chance | 36% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66.25 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.033333333333 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 72.360524469951 |
| Ranged Defense | 72.360524469951 |
| Fatigue | 5 |
| Physical Save | 40.68757066608 |
| Spell Save | 53.37279445319 |
| Mental Save | 59.743557120443 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 25% |
| Blind Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 489 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 533 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 635 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 61.84 physical damage and 118.30 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Thunderstrike | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Arcane surge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Mage warden | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precision |
| talent | Keen Senses |
| talent | Chant of Fortitude |
| beneficial effect | Parrying melee attacks: Has a 33% chance to deflect up to 4 damage from the next 2.2 attack(s). 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Spit Poison (+1 level(s)). | 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 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 556. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Having 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 the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
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 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 |
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. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. Press to compare |
| Quiver | 301 alchemist quartz 301 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. Press to compare |
| Light source | watchleader's alchemist's lamp of clarity watchleader's alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 Blindness immunity: +28% Confusion immunity: +15% Light radius: +7 See stealth: +22 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
| On head | Crown of Burning Pain (4 def, 0 armour) Crown of Burning Pain (4 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +4 Fatigue: +4% Changes stats: +1 Cun / +1 Wil Changes resistances: +10% fire Changes damage: +10% fire Stun/Freeze immunity: +60% It can be used to activate talent Meteor Rain (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 171.73 fire and 164.58 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. This item has been sent to the Item's Vault. Press to compare |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 1.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 98.31 and knocking it back 4 tiles. The damage will increase with your Strength. Attackspeed is 100% for non-Brawlers! Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. Press to compare |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. Press to compare |
| On fingers | sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +18 Armour penetration: +7 Defense: +12 Changes stats: +6 Cun / +5 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
| On fingers | conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Defense: +10 Changes stats: +7 Mag / +8 Wil Spellpower: +10 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
| Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
| In main hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. This item has been sent to the Item's Vault. Press to compare |
| Around waist | Mighty Girdle Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes damage: +10% all Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Spell crit. chance: +5% Mental crit. chance: +5% Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
| In off hand | Isytira (25.5-33.15 power, 6 apr) Isytira (25.5-33.15 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.70 Ego Multiplier. [Unique] Type: weapon / swordbreaker ; tier 5 Base power: 25.5 - 33.1 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% acc reduction chance / acc (5 acc 32 max 3 dur) Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +10 ice / +11 fire Dual Weapon Defense: 60 base power and +10% parry chance. When wielded/worn: Armour: +7 Defense: +10 Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +8% cold / +5% mind / +6% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +25 Mindpower: +8 Global speed: +1% Heals friendly targets nearby when you use a nature summon: +20 A small blade with many notches along its edge. Press to compare |
| Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 It can be used to activate talent Barrier (costing 36 power out of 40/40) : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 271 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. Press to compare |
| Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 Changes stats: +8 Dex / +10 Mag / +8 Wil / +14 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +45% lightning Damage affinity(heal): +20% lightning Spellpower: +20 Movement speed: +25% Chance to avoid any damage: +8% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. Press to compare |
Inventory
healing infusion of the duelist (heal 309) healing infusion of the duelist (heal 309)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: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 309 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the duelist (heal 613 over 5 turns) regeneration infusion of the duelist (heal 613 over 5 turns)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune of the wizard (388 lightning damage) lightning rune of the wizard (388 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 129.48 to 388.43 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. Press to compare |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 Spell crit. chance: +5% All your damage is converted and split into light and darkness. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. 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 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 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. |
Salanne the Serpentpeal Salanne the SerpentpealPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Mental save: +3 Silence immunity: +21% Mana each turn: +0.11 Maximum hate: +2.00 Rings can have magical properties. Press to compare |
Furnacebreeze FurnacebreezeInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Defense: +5 Damage when hit (Melee): 4 fire / 8 temporal Changes stats: +6 Con Changes damage: +3% temporal / +3% fire Physical save: +12 Spell save: +12 Maximum stamina: +12.00 Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
Heaven's Glint (36-46.8 power, 10 apr) Heaven's Glint (36-46.8 power, 10 apr)Requires: - Magic 36 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 55% Mag, 35% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% Damage (Melee): +20 cold Damage conversion: 50% light When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes damage: +20% light Spellpower: +20 Light radius: +2 Talent on hit(spell): Sun Flare (10% chance level 4). It can be used to activate talent Circle of Blazing Light (costing 36 power out of 50/50) : Effective talent level: 4.0 Power cost: 36 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 3 each turn, and deals 13.59 light damage and 11.91 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. Press to compare |
Innocent Curse (35-45.5 power, 9 apr) Innocent Curse (35-45.5 power, 9 apr)Requires: - Dexterity 40 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 silence When wielded/worn: Talent mastery: +0.20 Cunning / Poisons This dagger has an aura of both nature and the arcane. But instead of working together, the two powers seem to fight against each other. Press to compare |
combusting stralite ritual blade of evisceration (16.5-21.45 power, 9 apr) combusting stralite ritual blade of evisceration (16.5-21.45 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 4 Base power: 16.5 - 21.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target * ignites the target, causing fire damage equal to your spellpower per turn for 4 turns When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 Changes resistances penetration: +12% fire Spell crit. chance: +8% Talent on hit(spell): Flame (10% chance level 3). Sharp, short and deadly. Press to compare |
Ce'Natha (24-31.2 power, 6 apr) Ce'Natha (24-31.2 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.70 Ego Multiplier. [Unique] Type: weapon / swordbreaker ; tier 5 Base power: 24.0 - 31.2 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% acc reduction chance / acc (5 acc 42 max 3 dur) Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +8 blight Burst (radius 2) on crit: +4 blight Dual Weapon Defense: 63 base power and +9% parry chance. When wielded/worn: Accuracy: +22 Physical crit. chance: +2.0% Defense: +10 Changes stats: +6 Str / +8 Dex Changes resistances: +4% physical Reduce damage by fixed amount: +5 all Changes damage: +11% physical Physical save: +6 Stamina each turn: +0.20 Stamina when hit: +2.00 A small blade with many notches along its edge. Press to compare |
voratun swordbreaker 'Mayibrewe' (25.5-33.15 power, 6 apr) voratun swordbreaker 'Mayibrewe' (25.5-33.15 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.70 Ego Multiplier. Type: weapon / swordbreaker ; tier 5 Base power: 25.5 - 33.1 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Dual Weapon Defense: 58 base power and +10% parry chance. When wielded/worn: Accuracy: +4 Defense: +20 Changes resistances: +6% blight / +9% fire / +3% light Changes damage: +3% mind A small blade with many notches along its edge. This item has been sent to the Item's Vault. Press to compare |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. Press to compare |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes resistances penetration: +10% all Changes damage: +12% all Critical mult.: +10.00% Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. Press to compare |
Urakalthorach the Wretchorder (9 def, 0 armour) Urakalthorach the Wretchorder (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 blight Changes damage: +3% blight / +3% nature Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
eldritch elven-silk wizard hat of darkness (+27%) (3 def, 0 armour) eldritch elven-silk wizard hat of darkness (+27%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +27% darkness Changes damage: +18% darkness Mana each turn: +1.50 Mana when hit: +0.90 Maximum mana: +92.00 Spellpower: +8 It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. |
5 obsidian 5 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 large geode 4 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
5 kunzite 5 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
18 amber 18 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
3 enormous geode 3 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. This item has been sent to the Item's Vault. |
47 alchemist agate 47 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
69 alchemist bloodstone 69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. Press to compare |
Olosagorn the Shadowobsidian Olosagorn the ShadowobsidianPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% temporal / +15% darkness / +15% blight / +6% cold / +5% arcane Changes damage: +3% darkness Poison immunity: +20% Only die when reaching: -20.00 life Spellpower: +6 Spell crit. chance: +6% Light radius: +4 Infravision radius: +5 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 18 blight damage or heals 25 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
soldier's dwarven-steel pickaxe (dig speed 15 turns) soldier's dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 Changes stats: +2 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) 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) 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) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 44 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 Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 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) 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, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
overpowered voratun torque of kinetic psionic shield [power 193] (28 cooldown) overpowered voratun torque of kinetic psionic shield [power 193] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 193 for 7 turns, placing all other charms into a 28 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
rushing elven-wood totem of thorny skin [power 53] (18 cooldown) rushing elven-wood totem of thorny skin [power 53] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
Chromatic Wand Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 mind / +1 arcane Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 18 power out of 24/24) : Effective talent level: 2.0 Power cost: 18 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 176.10 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. Press to compare |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Arydas the Cornac Storm Warden level 30
47th Dusk 123rd year of Ascendancy at 00:04 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Arydas the Cornac Storm Warden level 39
25th Pyre 124th year of Ascendancy at 16:47 see stats
Against all odds
Killed Ukruk in the ambush.By Arydas the Cornac Storm Warden level 30
43rd Dusk 123rd year of Ascendancy at 12:50 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Arydas the Cornac Storm Warden level 31
50th Dusk 123rd year of Ascendancy at 09:43 see stats
Arachnophobia
Destroyed the spydric menace.By Arydas the Cornac Storm Warden level 36
38th Regrowth 124th year of Ascendancy at 13:03 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Arydas the Cornac Storm Warden level 38
22nd Pyre 124th year of Ascendancy at 12:22 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Arydas the Cornac Storm Warden level 45
44th Dusk 124th year of Ascendancy at 20:29 see stats
Brave new world
Went to the Far East and took part in the war.By Arydas the Cornac Storm Warden level 35
30th Regrowth 124th year of Ascendancy at 21:59 see stats
Bringer of Doom
Killed a Bringer of Doom.By Arydas the Cornac Storm Warden level 28
1st Flare 123rd year of Ascendancy at 13:42 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Arydas the Cornac Storm Warden level 23
38th Regrowth 123rd year of Ascendancy at 15:08 see stats
Clone War
Destroyed your own Shade.By Arydas the Cornac Storm Warden level 37
12nd Pyre 124th year of Ascendancy at 13:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Arydas the Cornac Storm Warden level 12
65th Dusk 122nd year of Ascendancy at 11:31 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Arydas the Cornac Storm Warden level 39
51st Pyre 124th year of Ascendancy at 14:55 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Arydas the Cornac Storm Warden level 34
15th Regrowth 124th year of Ascendancy at 05:40 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Arydas the Cornac Storm Warden level 43
2nd Mirth 124th year of Ascendancy at 00:42 see stats
Exterminator
Killed 1000 creatures.By Arydas the Cornac Storm Warden level 18
31st Haze 122nd year of Ascendancy at 06:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arydas the Cornac Storm Warden level 19
69th Haze 122nd year of Ascendancy at 14:06 see stats
Fear me not!
Survived the Fearscape!By Arydas the Cornac Storm Warden level 30
49th Dusk 123rd year of Ascendancy at 12:43 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Arydas the Cornac Storm Warden level 40
53rd Pyre 124th year of Ascendancy at 06:47 see stats
Guiding Hand
Saved all escorted adventurers.By Arydas the Cornac Storm Warden level 33
10th Regrowth 124th year of Ascendancy at 14:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arydas the Cornac Storm Warden level 19
66th Haze 122nd year of Ascendancy at 02:29 see stats
Level 10
Got a character to level 10.By Arydas the Cornac Storm Warden level 10
31st Dusk 122nd year of Ascendancy at 23:52 see stats
Level 20
Got a character to level 20.By Arydas the Cornac Storm Warden level 20
69th Haze 122nd year of Ascendancy at 23:05 see stats
Level 30
Got a character to level 30.By Arydas the Cornac Storm Warden level 30
42nd Dusk 123rd year of Ascendancy at 23:22 see stats
Level 40
Got a character to level 40.By Arydas the Cornac Storm Warden level 40
51st Pyre 124th year of Ascendancy at 21:16 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Arydas the Cornac Storm Warden level 25
31st Pyre 123rd year of Ascendancy at 00:44 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Arydas the Cornac Storm Warden level 42
62nd Pyre 124th year of Ascendancy at 01:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Arydas the Cornac Storm Warden level 15
7th Haze 122nd year of Ascendancy at 18:32 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Arydas the Cornac Storm Warden level 25
25th Pyre 123rd year of Ascendancy at 07:07 see stats
Size matters
Did over 600 damage in one attack.By Arydas the Cornac Storm Warden level 32
63rd Haze 123rd year of Ascendancy at 11:10 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Arydas the Cornac Storm Warden level 35
15th Regrowth 124th year of Ascendancy at 10:02 see stats
That was close
Killed your target while having only 1 life left.By Arydas the Cornac Storm Warden level 38
21st Pyre 124th year of Ascendancy at 14:41 see stats
The Arena
Unlocked Arena mode.By Arydas the Cornac Storm Warden level 12
49th Dusk 122nd year of Ascendancy at 15:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Arydas the Cornac Storm Warden level 47
9th Haze 124th year of Ascendancy at 15:11 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Arydas the Cornac Storm Warden level 13
77th Dusk 122nd year of Ascendancy at 18:47 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Arydas the Cornac Storm Warden level 28
2nd Flare 123rd year of Ascendancy at 09:47 see stats
The secret city
Discovered the truth about mages.By Arydas the Cornac Storm Warden level 6
2nd Mirth 122nd year of Ascendancy at 18:58 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Arydas the Cornac Storm Warden level 44
2nd Flare 124th year of Ascendancy at 11:47 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Arydas the Cornac Storm Warden level 28
1st Flare 123rd year of Ascendancy at 18:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Arydas the Cornac Storm Warden level 31
63rd Dusk 123rd year of Ascendancy at 18:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Arydas the Cornac Storm Warden level 22
36th Regrowth 123rd year of Ascendancy at 22:16 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Arydas the Cornac Storm Warden level 29
42nd Dusk 123rd year of Ascendancy at 23:22 see stats
Log
There is an item here: The Black Crown (0 def, 15 armour)
There is an item here: Spider-Silk Robe of Spydrë (10 def, 15 armour)
There is an item here: Anmalice (47-65.8 power, 20 apr)
There is an item here: Twilight's Edge (47-65.8 power, 7 apr)
You don't see how to get there...
Connection to online server lost, trying to reconnect.
Error while transfering from the online item's vault, please retry later.
Connection to online server established.
Saving game...
You transfer Crystal Focus from the online item's vault.
Saving done.
Saving game...
You transfer Destala's Scales (10 def, 0 armour) from the online item's vault.
Saving done.
You transfer Oozing Heart (17-18.7 power, 25 apr, nature slow damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Destala's Scales (10 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
