










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 50 / 622% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 25th Regrowth 123rd year of Ascendancy at 12:57 0 / 8Killed by Aletta Soultorn at level 21 on the 35th Regrowth 123rd year of Ascendancy at 16:29 Killed by skeleton magus at level 22 on the 36th Regrowth 123rd year of Ascendancy at 01:06 Killed by elder vampire at level 22 on the 36th Regrowth 123rd year of Ascendancy at 11:04 Killed by Lisuma the king cobra at level 24 on the 50th Regrowth 123rd year of Ascendancy at 16:10 Killed by icy orc wyrmic at level 32 on the 59th Dusk 123rd year of Ascendancy at 14:42 Killed by Lithfengel at level 33 on the 15th Haze 123rd year of Ascendancy at 21:36 Killed by Porivea the orc cryomancer at level 38 on the 2nd Decay 123rd year of Ascendancy at 17:14 |
Primary Stats
| Strength | 27 (base 15) |
| Dexterity | 31 (base 12) |
| Constitution | 90 (base 60) |
| Magic | 142 (base 62) |
| Willpower | 59 (base 13) |
| Cunning | 86 (base 53) |
Resources
| Life | 704/938 |
| Insanity | 32/100 |
| Vim | 296/296 |
| Healing Factor | 1.4618158716398 |
| Regeneration | 17.907244427588 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +23.19840353228% |
| Global | +120.59599442752% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 17 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 22 |
| Crit Chance | 43% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 77% |
| Speed | 0.81169882995926 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +29% |
| Temporal | +100% |
| Physical | +32% |
| Arcane | +36% |
| Mind | +31% |
| All | +12% |
Offense: Damage Penetration
| Darkness | +66% |
| Light | +40% |
| Temporal | +114% |
| Physical | +45% |
| Arcane | +36% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 51.282592684487 (48.304188961773%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 68 |
| Mental Save | 59 |
Defense: Resistances
| Acid | 70%( 70%) |
| Blight | 65%( 70%) |
| Arcane | 30%( 70%) |
| Cold | 56%( 70%) |
| All | 28%( 70%) |
| Physical | 35%( 70%) |
| Lightning | 54%( 70%) |
| Light | 23%( 70%) |
| Temporal | 70%( 70%) |
| Mind | 32%( 70%) |
| Darkness | 70%( 70%) |
| Fire | 58%( 70%) |
| Nature | 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 100% |
| Confusion Resistance | 43% |
| Disarm Resistance | 20% |
| Stun Resistance | 98% |
| Instadeath Resistance | 100% |
| Silence Resistance | 49% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 810 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (81% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 963 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 41% faster, and you are invisible (power 33). Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Corruption of the Doomed |
| talent | Void Stars |
| talent | Atrophy |
| talent | Grand Oration |
| talent | Power Overwhelming |
| detrimental effect | The target is wasting away from entropic forces, taking 73.18 damage per turn. Entropic Wasting |
| beneficial effect | Increases spellcast speed by 23%. 10 Temporal Feast |
| beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
| beneficial effect | The target has 30 increased saves and defense, 20% increased critical chance, and 24% chance to avoid all damage. 10 Jinx |
| beneficial effect | 4 stacks, +12% to all damage dealt. Chaos Orbs |
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& And now for a grave | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons&039;ve used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
Back and there again | 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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
Escort: lost defiler (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the lost sun paladin from death by Arisekira the mountain troll thunderer. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 |
The Doom of the World! | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | 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&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | Glarepassion the pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +6 Wil offense ------ Critical power +5.00% Spellpower +13 (+3 eff.) Ignore resists +13% temporal +15% darkness +15% light defense ------ Armor +5 Resistance +16% darkness +22% temporal Silence Resist +49% Confus Resist +43% Stun Resist +50% Out-of-Phase Defense +22 Out-of-Phase Resistance +18% Out-of-Phase Resilience +21% other ------- EQ when Hit +0.08 A pair of boots made of leather. |
| Light source | Blazesmasher the alchemist&1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Damage +10% mind Ignore resists +10% fire defense ------ Resistance +6% mind +11% blight Mind save +8 (+2 eff.) Life +60.00 Life Regen +10.00 Disarm Resist +20% other ------- Light +4 See Stealth +17 See Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It& |
| Tool | Urygandur [power 68] (20 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Physical save +3 (+1 eff.) Spell save +9 (+2 eff.) Pinning Resist +20% Stun Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Harden the skin for 7 turns increasing armour by 68 and armour hardiness by 60% Puts all charms on 20 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite Petrified Wood ring0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +6 Cun +25 Con offense ------ Spellpower +9 (+2 eff.) defense ------ Resistance +12% acid +10% darkness +20% cold +17% fire +25% nature +23% lightning Crit Resistance 23.00% Rings make your fingers look great! |
| On fingers | Voryma the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +6 Mag +10 Wil offense ------ Spellpower +10 (+2 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +20% acid +19% fire +16% cold +14% lightning Crit Resistance 10.00% Life Regen +2.00 Stun Resist +38% Rings make your fingers look great! |
| Around waist | drakeskin leather belt &039;1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +6 Dex +7 Mag +6 Wil +7 Cun offense ------ Spellpower +10 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% cold +6% fire +6% darkness +3% light Physical save +18 (+6 eff.) Spell save +18 (+4 eff.) Mind save +24 (+6 eff.) other ------- Mana/turn +0.60 Max mana +60.00 A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| On hands | drakeskin leather gloves &039; (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane While equipped: Stats +11 Mag +10 Wil +1 Cun offense ------ Spellpower +4 (+1 eff.) On-Hit 9 arcane 16 temporal On-Ranged-Hit 17 temporal Damage +13% arcane +11% temporal defense ------ Armor +3 Resistance +4% arcane +11% temporal Crit Resistance 5.00% other ------- Psi when Hit +0.08 Hate-on-crit +1.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Corpseclash the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Cun offense ------ Spell Crit +5% Mind Crit +3% Critical power +19.00% Spellpower +8 (+2 eff.) Damage +11% arcane +9% mind Ignore resists +11% arcane When Hit 6 nature defense ------ Defense +2 (+0 eff.) Spell save +10 (+2 eff.) Mind save +12 (+3 eff.) other ------- Max mana +117.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+3 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a 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 for 5 turns and dealing 75.68 physical damage and 128.43 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 88; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 85; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 18; resist 35%; move 51%; dur 5; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 51% faster, and you are invisible (power 18). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
elven-wood starstaff (129% power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Normal] Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood starstaff of wizardry (129% power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +27 (+6 eff.) Damage +25% physical +25% temporal +25% light +25% darkness other ------- Max mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord&5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Spell Crit +5% Spellpower +23 (+5 eff.) On-Hit 22 arcane Damage +30% fire defense ------ Armor +11 Defense +9 (+2 eff.) other ------- Max mana +109.00 Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone vilestaff of wizardry (136% power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +5% Spellpower +22 (+5 eff.) Damage +30% blight other ------- Mana/turn +0.30 Max mana +158.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos&5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos& |
The Gaping Maw (184% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Weapon Damage 184% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
truestriking voratun greatmaul of crippling (180% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 180% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +20.0% Ignore resists +19% physical Accuracy +27 (+13 eff.) Ignore Armor +14 Massive two-handed mauls. |
orichalcum trident (165% power, 16 apr)3.0 Encumbrance T5 trident 2H weapon Reqs Str 48 [Normal] Weapon Damage 165% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling voratun mace (156% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +21 cold Blunt and deadly. |
balanced voratun waraxe (150% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego] Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+6 eff.) defense ------ Defense +12 (+3 eff.) Disarm Resist +44% One-handed war axes. |
exposing voratun shield of resilience (0 def, 10 armour, 184.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego] Nature/Psionic Learn shield attack talent or enable &039; to see combat stats. While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 28 When Hit: * 23% chance to reduce all saves and defense by 28 defense ------ Armor +10 Fatigue +8% Life +67.00 other ------- Talents +1 Block Handheld deflection devices. |
voratun shield &039; (0 def, 10 armour, 201 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Rare] Master Learn shield attack talent or enable &039; to see combat stats. While equipped: Stats +6 Dex offense ------ Mind Crit +5% Mindpower +33 (+11 eff.) Ignore resists +15% darkness defense ------ Armor +10 Fatigue +8% Resistance +30% cold Mind save +12 (+3 eff.) other ------- EQ when Hit +0.36 Talents +1 Block Handheld deflection devices. |
rejuvenating hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+2 eff.) Fatigue +8% Resistance +10% acid +7% cold Life Regen +2.10 other ------- Stamina/turn +1.70 Breathe water A suit of armour made of leather. |
enlightening voratun plate armour of the dragon (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego++] Nature/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +16 Fatigue +22% Resistance +10% acid +7% physical +11% fire +14% lightning +9% cold Mind save +25 (+6 eff.) Disarm Resist +38% Stun Resist +34% Knockbk Resist +35% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
drakeskin leather belt of dampening1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: defense ------ Resistance +8% acid +10% fire +9% lightning +9% cold A belt that goes around your waist. |
Ureslak&2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Beydan the Duathelquarry (7 def, 12 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +11 Dex offense ------ Mind Crit +1% Damage +18% mind When Hit 8 cold defense ------ Armor +12 Defense +7 (+2 eff.) Resistance +6% darkness Life Regen +11.00 Healmod +20% other ------- Hate-on-crit +1.00 Infravision +2 A pair of boots made of leather. |
pair of drakeskin leather boots &039; (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +5 Mag +9 Con offense ------ Physical Power +13 (+7 eff.) Spellpower +17 (+4 eff.) Mindpower +7 (+2 eff.) Damage +9% physical Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 * 10% chance to reduce armor by 47% defense ------ Armor +5 Resistance +18% acid other ------- Spell cooldown 10% Size +1 A pair of boots made of leather. |
bladed voratun helm of sanctity (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Arcane/Master While equipped: Stats +9 Str defense ------ Armor +5 Fatigue +5% Resistance +15% blight +15% darkness Spell save +12 (+3 eff.) Mind save +11 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd 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 while silencing and dealing 29 light damage to 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. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon&0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: 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. |
56 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
alchemist&1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +8% blight +5% darkness other ------- Light +4 Infravision +4 See Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 65 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Raincrack1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: offense ------ Ignore resists +10% all Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +9% nature +3% cold +6% darkness +5% arcane Physical save +16 (+5 eff.) Spell save +18 (+4 eff.) Mind save +20 (+5 eff.) Life +80.00 other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
miner&3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox&2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak& |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 860.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Mecyrshdi the Doomelf Cultist of Entropy level 29
40th Pyre 123rd year of Ascendancy at 05:39 see stats
Against all odds
Killed Ukruk in the ambush.By Mecyrshdi the Doomelf Cultist of Entropy level 28
38th Pyre 123rd year of Ascendancy at 00:50 see stats
Arachnophobia
Destroyed the spydric menace.By Mecyrshdi the Doomelf Cultist of Entropy level 33
66th Dusk 123rd year of Ascendancy at 16:16 see stats
Brave new world
Went to the Far East and took part in the war.By Mecyrshdi the Doomelf Cultist of Entropy level 31
55th Dusk 123rd year of Ascendancy at 13:18 see stats
Bringer of Doom
Killed a Bringer of Doom.By Mecyrshdi the Doomelf Cultist of Entropy level 21
35th Regrowth 123rd year of Ascendancy at 08:18 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mecyrshdi the Doomelf Cultist of Entropy level 11
32nd Haze 122nd year of Ascendancy at 05:34 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Mecyrshdi the Doomelf Cultist of Entropy level 30
69th Pyre 123rd year of Ascendancy at 05:24 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Mecyrshdi the Doomelf Cultist of Entropy level 50
63rd Regrowth 124th year of Ascendancy at 06:53 see stats
Exterminator
Killed 1000 creatures.By Mecyrshdi the Doomelf Cultist of Entropy level 18
9th Regrowth 123rd year of Ascendancy at 05:47 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mecyrshdi the Doomelf Cultist of Entropy level 27
30th Pyre 123rd year of Ascendancy at 11:26 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Mecyrshdi the Doomelf Cultist of Entropy level 46
59th Regrowth 124th year of Ascendancy at 03:35 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Mecyrshdi the Doomelf Cultist of Entropy level 5
77th Pyre 122nd year of Ascendancy at 19:59 see stats
Level 10
Got a character to level 10.By Mecyrshdi the Doomelf Cultist of Entropy level 10
25th Haze 122nd year of Ascendancy at 21:05 see stats
Level 20
Got a character to level 20.By Mecyrshdi the Doomelf Cultist of Entropy level 20
20th Regrowth 123rd year of Ascendancy at 18:07 see stats
Level 30
Got a character to level 30.By Mecyrshdi the Doomelf Cultist of Entropy level 30
68th Pyre 123rd year of Ascendancy at 11:31 see stats
Level 40
Got a character to level 40.By Mecyrshdi the Doomelf Cultist of Entropy level 40
6th Decay 123rd year of Ascendancy at 00:42 see stats
Level 50
Got a character to level 50.By Mecyrshdi the Doomelf Cultist of Entropy level 50
63rd Regrowth 124th year of Ascendancy at 06:38 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Mecyrshdi the Doomelf Cultist of Entropy level 27
60th Regrowth 123rd year of Ascendancy at 15:44 see stats
Orcrist
Killed the leaders of the Orc Pride.By Mecyrshdi the Doomelf Cultist of Entropy level 46
57th Regrowth 124th year of Ascendancy at 18:51 see stats
Poisonous
Sided with the assassin lord.By Mecyrshdi the Doomelf Cultist of Entropy level 27
80th Regrowth 123rd year of Ascendancy at 03:12 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mecyrshdi the Doomelf Cultist of Entropy level 41
7th Allure 124th year of Ascendancy at 11:20 see stats
Size matters
Did over 600 damage in one attack.By Mecyrshdi the Doomelf Cultist of Entropy level 29
67th Pyre 123rd year of Ascendancy at 23:48 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Mecyrshdi the Doomelf Cultist of Entropy level 31
69th Pyre 123rd year of Ascendancy at 10:50 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Mecyrshdi the Doomelf Cultist of Entropy level 50
63rd Regrowth 124th year of Ascendancy at 06:52 see stats
That was close
Killed your target while having only 1 life left.By Mecyrshdi the Doomelf Cultist of Entropy level 32
59th Dusk 123rd year of Ascendancy at 14:38 see stats
The Arena
Unlocked Arena mode.By Mecyrshdi the Doomelf Cultist of Entropy level 8
21st Haze 122nd year of Ascendancy at 02:30 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Mecyrshdi the Doomelf Cultist of Entropy level 46
57th Regrowth 124th year of Ascendancy at 14:38 see stats
The Sun Still Shines
Aeryn survived the last battle.By Mecyrshdi the Doomelf Cultist of Entropy level 50
63rd Regrowth 124th year of Ascendancy at 06:53 see stats
The secret city
Discovered the truth about mages.By Mecyrshdi the Doomelf Cultist of Entropy level 7
39th Dusk 122nd year of Ascendancy at 08:19 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mecyrshdi the Doomelf Cultist of Entropy level 25
56th Regrowth 123rd year of Ascendancy at 21:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mecyrshdi the Doomelf Cultist of Entropy level 18
2nd Regrowth 123rd year of Ascendancy at 16:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Mecyrshdi the Doomelf Cultist of Entropy level 27
37th Pyre 123rd year of Ascendancy at 16:30 see stats






















































































































