Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.4.9 Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Class Start Priority 1.4.9 Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Automated Portable Extractor (APE) Tweak 1.4.6Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Tsedaka Safer Auto-explore and Rest 1.4.5Two small tweak on Dracos' Improved Auto-explore and Rest () to fit my gameplay better Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Generic Ranged Training 1.4.0Adds a generic ranged training tree to the game. Archers start with it unlocked, all other classes can purchase it from an archery trainer in Elvala. Basic Ranged Mastery applies to all ranged weapons, but is weaker than more specialized masteries to compensate. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.4.8Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. 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. Slow Tweak 1.4.9 Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black nsrr's Exotic Weapons 1.4.8 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Midnight 1.4.8Adds 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. Arcane Combat Tweaks 1.3.0Tweaks to the Arcane Command configuration dialog. Notable features:
Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Burning Coal |
| Class | Archmage |
| Level / Exp | 67 / 42% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 65 (base 18) |
| Dexterity | 128 (base 77) |
| Constitution | 45 (base 17) |
| Magic | 167 (base 77) |
| Willpower | 146 (base 77) |
| Cunning | 127 (base 77) |
Resources
| Life | 1759/1759 |
| Mana | 1205/1205 |
| Equilibrium | 15 |
| Paradox | 607 |
| Healing Factor | 1 |
| Regeneration | 18.798111999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.29542070261% |
| Spell | 0% |
| Global | +296.07097029703% |
Vision
| Sight | 12 |
| Lite | 14 |
| Infravision | 8 |
| See Stealth | 42.568995231168 |
| See Invisible | 49.21261131533 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 76 |
| Crit Chance | 91% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 76 |
| Crit Chance | 87% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| All | +15% |
Offense: Damage Penetration
| All | +0% |
Defense: Base
| Armour (hardiness) | 58.669706610102 (50%) |
| Defense | 72 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 71 |
| Mental Save | 83 |
Defense: Resistances
| All | 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 35% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Silence Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 264% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 8 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 935 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1773% for 10 turns and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Spell / Arcane | 1.50 |
| 3/5 |
| 6/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Spell / Meta | 1.30 |
| 6/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Wildfire | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 6/5 |
| 2/5 |
| 6/5 |
Generic Talents
| Wild-gift / Fungus | 0.80 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Chronomancy / Chronomancy | 0.80 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Human / Burning coal | 1.40 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Wild Growth |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Burning Wake |
| talent | Arcane Power |
| talent | Feather Wind |
| talent | Shielding |
| talent | Wildfire |
| talent | Contingency |
| talent | Quicken Spells |
| beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
| beneficial effect | The target is surrounded by a magical shield, absorbing 1860/1860 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 27, and granting a 6% chance to ignore critical hits. Precognition |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | 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 |
Back and there again | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured psion to the recall portal on level 6 of Dreadfell. Escort: injured psion (level 6 of Dreadfell)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
You successfully escorted the injured wilder to the recall portal on level 7 of Dreadfell. Escort: injured wilder (level 7 of Dreadfell)As a reward you gained talent category Wild-gift / Fungus (at mastery 0.80). | 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 gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You abandoned injured psion to death. Escort: weary adventurer (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 don&LIGHT_GREEN039;t found anything interesting. Looking for easy cluesKor&LIGHT_GREEN039;Pul and vanquished the Shade, but didn&039;Pul maybe is really dead. You have heard that within the scintillating caves on the Shaloren lands lie strange crystals imbued with Spellblaze energies. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. You found lots of living crystals there, seemly a corruption of Spellblaze, also you found evidence that someone intend to use the leftovers of Spellblaze in some kind of quest for power, finding that person is an interesting idea. There are also rumours of a renegade Shaloren camp to the west of their capital. * You have explored the Rhaloren camp and killed the Inquisitor. You found out the Rhaloren are Shaloren that want to use magic in the open again, also their real leader wasn&WHITELIGHT_GREEN039;him&WHITELIGHT_GREEN039; Lair and put it to rest. Something is amiss there, but you failed to figure out what. On the western border of the Thaloren forest a gloomy aura has been set up. Things inside are... twisted. * You have explored the Heart of the Gloom and slain the Withering Thing. Something is amiss there, but you failed to figure out what. * You explored lots of places, killed lots of unique creatures, but you only learned scraps of information, maybe not even that. | 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 |
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. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
Explore the Embers of Creation caves, and find what you are looking for, whatever it is. The Burning Coals of Creation* You entered the cave, and now feel your chest burning, you need to find out why. * You found Gerlyk&WHITELIGHT_GREEN039;s remnants and attacked you. You found with him a potion that is essentially an extract of Gerlyk&WHITELIGHT_GREENWHITELIGHT_GREEN039;s Burning Coal as your heart, giving you enormous powers. | done |
The Doom of the World! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&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 |
Till the Blood Runs Clear | 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 | Starstep (0 def, 5 armour) [voratun kinetic stabiliser] Starstep (0 def, 5 armour) [voratun kinetic stabiliser]Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag / +4 Wil / +6 Cun / +6 Con Changes resistances: +9% acid Changes resistances penetration: +5% acid Physical save: +37 (+9 eff.) Spell save: +14 (+3 eff.) Mental save: +19 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.80 Mana when firing critical spell: +2.00 Maximum stamina: +37.00 Maximum vim: +40.00 Spell crit. chance: +1% Lowers spell cool-downs by: 10% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Eldritch Pearl [voratun white light emitter] Eldritch Pearl [voratun white light emitter]Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes damage: +20% light Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +11 See stealth: +10 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 76.28 cold damage and 68.37 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Crown of Burning Pain (13 def, 0 armour) [mastercraft focus lens] Crown of Burning Pain (13 def, 0 armour) [mastercraft focus lens]Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Silence immunity: +0% Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 261.81 fire and 127.63 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases 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. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) [voratun grip] Steam Powered Gauntlets (0 def, 12 armour) [voratun grip]Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Deephew (dig speed 7 turns) Deephew (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +5 Dex / +6 Mag Changes resistances: +10% physical / +3% nature / +6% fire Changes resistances penetration: +5% nature / +15% fire Maximum mana: +56.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Talent on hit(nature): Poisonous Spores (5% chance level 1). Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Brodogarach the Cureguile Brodogarach the CureguilePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 arcane / 8 nature Changes stats: +10 Dex / +6 Mag / +8 Wil / +10 Cun Changes resistances: +15% arcane / +6% nature Changes damage: +6% arcane / +3% fire Physical save: +17 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +18 (+3 eff.) Silence immunity: +50% Mana each turn: +0.40 Spellpower: +15 (+2 eff.) Rings can have magical properties. |
| On fingers | Emelylratira EmelylratiraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +8 Mag / +16 Wil / +8 Cun / +10 Con Changes resistances: +9% darkness Spell save: +10 (+2 eff.) Disease immunity: +10% Cut immunity: +10% Silence immunity: +50% Disarm immunity: +15% Stun/Freeze immunity: +30% Mana each turn: +0.40 Spellpower: +14 (+2 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
| Around neck | Pearls of Blight Pearls of BlightPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -10% Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 14% chance to blind Changes stats: +10 Str / +10 Dex / +2 Mag / +10 Wil Changes damage: +15% darkness / +3% fire / +3% arcane / +15% light Critical mult.: +20.00% Life regen: +4.50 Maximum mana: +20.00 Damage Shield penetration: +20% Talent on hit(spell): Blood Grasp (5% chance level 1). Talent on hit(spell): Soul Rot (5% chance level 2). Amulets can have magical properties. |
| In main hand | Lisyrin the dragonbone magestaff (30-36 power, 7 apr, fire element) [perfect mana coil] Lisyrin the dragonbone magestaff (30-36 power, 7 apr, fire element) [perfect mana coil]Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +1 Physical crit. chance: +10.0% Physical power: +23 (+5 eff.) Changes stats: +2 Dex / +6 Mag / +6 Wil Changes damage: +6% physical / +30% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +29 (+7 eff.) Mana each turn: +5.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +104.00 Spellpower: +41 (+6 eff.) Spell crit. chance: +13% Talent on hit(spell): Lightning (25% chance level 5). It can be used to project a bolt elemental energy from the staff (to range 10) dealing 109.27 to 131.12 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt &039; drakeskin leather belt &039; |
| In off hand | Telos& [stralite crystal edge] Telos& [stralite crystal edge]Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% On weapon hit: * flashes light on your target dealing 94 damage When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +32.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos& |
| Cloak | Ethereal Embrace (10 def, 0 armour) [voratun grounding strap] Ethereal Embrace (10 def, 0 armour) [voratun grounding strap]Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +30% lightning / +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.8 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 241.95 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | Adalrawen the elven-silk robe (11 def, 13 armour) [voratun armour reinforcement] Adalrawen the elven-silk robe (11 def, 13 armour) [voratun armour reinforcement]Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +13 Armour Hardiness: +20% Defense: +11 (+3 eff.) Fatigue: +1% Changes stats: +0 Str / +0 Dex / +18 Mag / +7 Wil / +0 Cun / +0 Con Changes resistances: +6% temporal / +3% physical / +10% darkness / +12% light Changes damage: +14% light Silence immunity: +10% Confusion immunity: +5% Mana each turn: +0.65 Psi each turn: +0.28 Maximum life: +56.00 Maximum mana: +62.00 Spellpower: +26 (+4 eff.) Spell crit. chance: +12% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 130% / cooldown 50%) medical injector implant (efficiency 130% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 264% / cooldown 51%) medical injector implant of the psychic (efficiency 264% / cooldown 51%)Requires: - Level 15 Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 264% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item& |
medical injector implant of the psychic (efficiency 302% / cooldown 58%) medical injector implant of the psychic (efficiency 302% / cooldown 58%)Requires: - Level 15 Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 302% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item& |
medical injector implant of the psychic (efficiency 302% / cooldown 58%) medical injector implant of the psychic (efficiency 302% / cooldown 58%)Requires: - Level 15 Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 302% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item& |
medical injector implant of the psychic (efficiency 264% / cooldown 51%) medical injector implant of the psychic (efficiency 264% / cooldown 51%)Requires: - Level 15 Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 264% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item& |
movement infusion of the wizard (1213% speed; 9 turns) movement infusion of the wizard (1213% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1213% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
heat beam rune of the wizard (1210 fire damage) heat beam rune of the wizard (1210 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1210.22 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
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 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. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
warrior& warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Stun/Freeze immunity: +32% Life regen: +1.80 Rings can have magical properties. |
Newly picked up Kinetic Spike (38-49.4 power, 40 apr)Kinetic Spike (38-49.4 power, 40 apr) Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Newly picked up 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. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 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. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 303.55 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. This item has been sent to the Item& |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. This item has been sent to the Item& |
Golden Gun Golden GunRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +0.0% Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * every third hit always crits. Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. This item has been sent to the Item& |
Thoughtcaster ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 82.80 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+4 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. This item has been sent to the Item& |
Girdle of the Calm Waters Girdle of the Calm WatersRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. This item has been sent to the Item& |
Newly picked up Cloth of Dreams (10 def, 0 armour)Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 70 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Newly picked up Guise of the Hated (14 def, 0 armour)Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+4 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.0 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 65.65 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Crystle& Crystle&Requires: - Level 15 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This item has been sent to the Item& |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. This item has been sent to the Item& |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. This item has been sent to the Item& |
865 alchemist agate 865 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.00 Encumbrance. Type: gem / black ; 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature 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: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
58 alchemist bloodstone 58 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; 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% Latent Damage Type: Fire 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: 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 71] amazing fiery salve [power 71]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 264% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (71% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 71] amazing frost salve [power 71]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 264% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (71% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 846] amazing healing salve [power 846]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 264% efficiency and 51% cooldown modifier. It can be used to heal 846, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 741] amazing pain suppressor salve [power 741]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 264% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -741 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing regeneration salve [power 1070] amazing regeneration salve [power 1070]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 264% efficiency and 51% cooldown modifier. It can be used to heal 1070 over 5 turns, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 71] amazing water salve [power 71]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 264% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (71% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_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. |
great air recycler great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coating perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber 8 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Pyro the Dragonborn the Burning Coal Archmage level 42
52nd Haze 123rd year of Ascendancy at 23:13 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Pyro the Dragonborn the Burning Coal Archmage level 40
69th Dusk 123rd year of Ascendancy at 11:48 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Pyro the Dragonborn the Burning Coal Archmage level 34
69th Pyre 123rd year of Ascendancy at 15:11 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Pyro the Dragonborn the Burning Coal Archmage level 52
61st Pyre 124th year of Ascendancy at 00:03 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Pyro the Dragonborn the Burning Coal Archmage level 47
48th Regrowth 124th year of Ascendancy at 11:43 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Pyro the Dragonborn the Burning Coal Archmage level 46
43rd Regrowth 124th year of Ascendancy at 05:26 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Pyro the Dragonborn the Burning Coal Archmage level 37
35th Dusk 123rd year of Ascendancy at 10:28 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Pyro the Dragonborn the Burning Coal Archmage level 32
50th Pyre 123rd year of Ascendancy at 20:45 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Pyro the Dragonborn the Burning Coal Archmage level 57
57th Dusk 124th year of Ascendancy at 09:51 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Pyro the Dragonborn the Burning Coal Archmage level 46
39th Regrowth 124th year of Ascendancy at 03:36 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Pyro the Dragonborn the Burning Coal Archmage level 43
7th Decay 123rd year of Ascendancy at 16:53 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Pyro the Dragonborn the Burning Coal Archmage level 36
19th Dusk 123rd year of Ascendancy at 02:26 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Pyro the Dragonborn the Burning Coal Archmage level 54
7th Mirth 124th year of Ascendancy at 23:58 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Pyro the Dragonborn the Burning Coal Archmage level 67
66th Dusk 124th year of Ascendancy at 05:54 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Pyro the Dragonborn the Burning Coal Archmage level 19
65th Haze 122nd year of Ascendancy at 16:40 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pyro the Dragonborn the Burning Coal Archmage level 31
40th Pyre 123rd year of Ascendancy at 07:41 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Pyro the Dragonborn the Burning Coal Archmage level 58
59th Dusk 124th year of Ascendancy at 22:31 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Pyro the Dragonborn the Burning Coal Archmage level 58
60th Dusk 124th year of Ascendancy at 05:00 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Pyro the Dragonborn the Burning Coal Archmage level 45
38th Regrowth 124th year of Ascendancy at 18:56 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Pyro the Dragonborn the Burning Coal Archmage level 48
48th Regrowth 124th year of Ascendancy at 15:11 see stats
Level 10 (Roguelike)
Got a character to level 10.By Pyro the Dragonborn the Burning Coal Archmage level 10
10th Mirth 122nd year of Ascendancy at 18:16 see stats
Level 20 (Roguelike)
Got a character to level 20.By Pyro the Dragonborn the Burning Coal Archmage level 20
70th Haze 122nd year of Ascendancy at 05:46 see stats
Level 40 (Roguelike)
Got a character to level 40.By Pyro the Dragonborn the Burning Coal Archmage level 40
68th Dusk 123rd year of Ascendancy at 17:06 see stats
Level 50 (Roguelike)
Got a character to level 50.By Pyro the Dragonborn the Burning Coal Archmage level 50
25th Pyre 124th year of Ascendancy at 21:42 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Pyro the Dragonborn the Burning Coal Archmage level 44
1st Wintertide 124th year of Ascendancy at 07:08 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Pyro the Dragonborn the Burning Coal Archmage level 44
9th Regrowth 124th year of Ascendancy at 01:10 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Pyro the Dragonborn the Burning Coal Archmage level 58
59th Dusk 124th year of Ascendancy at 15:41 see stats
Pest Control (Roguelike)
Killed 1000 reproducing vermin.By Pyro the Dragonborn the Burning Coal Archmage level 44
10th Regrowth 124th year of Ascendancy at 09:03 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Pyro the Dragonborn the Burning Coal Archmage level 54
77th Pyre 124th year of Ascendancy at 20:09 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Pyro the Dragonborn the Burning Coal Archmage level 12
16th Dusk 122nd year of Ascendancy at 01:48 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Pyro the Dragonborn the Burning Coal Archmage level 26
25th Regrowth 123rd year of Ascendancy at 15:25 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Pyro the Dragonborn the Burning Coal Archmage level 35
10th Dusk 123rd year of Ascendancy at 03:14 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Pyro the Dragonborn the Burning Coal Archmage level 17
56th Haze 122nd year of Ascendancy at 16:06 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Pyro the Dragonborn the Burning Coal Archmage level 44
26th Regrowth 124th year of Ascendancy at 04:34 see stats
Slimefest (Roguelike)
Have 100 walls on the sludgenest turn into hostile creatures.By Pyro the Dragonborn the Burning Coal Archmage level 44
10th Regrowth 124th year of Ascendancy at 07:31 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Pyro the Dragonborn the Burning Coal Archmage level 64
66th Dusk 124th year of Ascendancy at 05:52 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Pyro the Dragonborn the Burning Coal Archmage level 23
10th Allure 123rd year of Ascendancy at 18:16 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Pyro the Dragonborn the Burning Coal Archmage level 12
43rd Dusk 122nd year of Ascendancy at 19:57 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Pyro the Dragonborn the Burning Coal Archmage level 23
10th Allure 123rd year of Ascendancy at 18:16 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Pyro the Dragonborn the Burning Coal Archmage level 34
68th Pyre 123rd year of Ascendancy at 18:57 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Pyro the Dragonborn the Burning Coal Archmage level 35
6th Flare 123rd year of Ascendancy at 12:25 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Pyro the Dragonborn the Burning Coal Archmage level 67
66th Dusk 124th year of Ascendancy at 05:54 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Pyro the Dragonborn the Burning Coal Archmage level 56
7th Dusk 124th year of Ascendancy at 22:09 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Pyro the Dragonborn the Burning Coal Archmage level 12
38th Dusk 122nd year of Ascendancy at 03:17 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Pyro the Dragonborn the Burning Coal Archmage level 33
60th Pyre 123rd year of Ascendancy at 11:06 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Pyro the Dragonborn the Burning Coal Archmage level 26
38th Regrowth 123rd year of Ascendancy at 01:57 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Pyro the Dragonborn the Burning Coal Archmage level 39
68th Dusk 123rd year of Ascendancy at 17:06 see stats
Log
A shield forms around Pyro the Dragonborn.
--------------------------------
You transfer Eyal&039;s vault.
Saving done.
Saving game...
--------------------------------
Saving done.
You transfer Wyrmbreath (0 def, 4 armour) to the online item&LASTLASTLASTLASTLIGHT_BLUE039;s vault.
Saving done.
Saving game...
Saving done.
Pyro the Dragonborn deactivates Contingency.
Pyro the Dragonborn deactivates Burning Wake.
The shield around Pyro the Dragonborn crumbles.
Pyro the Dragonborn is no longer transformed.
Pyro the Dragonborn deactivates Arcane Power.
Pyro the Dragonborn deactivates Feather Wind.
Pyro the Dragonborn deactivates Thunderstorm.
The furious lightning storm around Pyro the Dragonborn calms down and disappears.
Pyro the Dragonborn deactivates Shielding.
Pyro the Dragonborn deactivates Arcane Shield.
Pyro the Dragonborn deactivates Wildfire.
Pyro the Dragonborn deactivates Stone Skin.
Pyro the Dragonborn deactivates Keen Senses.
Pyro the Dragonborn deactivates Wild Growth.
Pyro the Dragonborn deactivates Quicken Spells.
