Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official 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:
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. Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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. Ashes of Urh'Rok 1.6.7Official 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:
White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Hiveminder Class 1.6.7Adds 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. Proper Possession 1.5.0
Frequently Asked Questions: Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Beholder (Eye Fix) 1.6.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Original (steam version): https://steamcommunity.com/sharedfiles/filedetails/?id=204567988 Update by Kish to remove purple gaze alpha that obscures the whole screen. Also modified central eye powers, replacing Paralyzing Gaze with Temporal Gaze. v1.1.8-9: Potentially fixed some LUA errors. I don't know enough about LUA to fix the one you get when changing party members, sorry; that part of the mod is not one I messed with at all at any rate. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Doombringer |
Level / Exp | 20 / 63% |
Size | medium |
Lifes / Deaths | Killed by Xanodhetta the dire wolf at level 6 on the 20th Voratun 122nd year of Ascendancy at 18:22 / 2Killed by ritch flamespitter at level 20 on the 12nd Loss 122nd year of Ascendancy at 14:01 |
Primary Stats
Strength | 62 (base 48) |
Dexterity | 30 (base 18) |
Constitution | 19 (base 12) |
Magic | 33 (base 30) |
Willpower | 9 (base 10) |
Cunning | 12 (base 11) |
Resources
Life | -155/630 |
Stamina | 32/124 |
Vim | 165/201 |
Healing Factor | 1.2014285714285 |
Regeneration | 100.21115714285 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 8 |
Offense: Mainhand
Damage | 104 |
Accuracy | 43 |
Crit Chance | 115% |
APR | 15 |
Speed | 1.11 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Physical | +10% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.040084512322 (73.452380952381%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 5 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 7 |
Defense: Resistances
Acid | + 3%( 70%) |
Physical | + 3%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Light | + 17%( 70%) |
Temporal | + 9%( 70%) |
Lightning | + 6%( 70%) |
Fire | -57%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 50% |
Blind Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 78 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Abyssal Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Next 2 melee attacks are certain to critically strike, and this unit has 17% more critical power. Voracious Blade |
beneficial effect | This unit will not die until it has less than -86 HP. Surge of Power |
beneficial effect | A flow of life spins around the target, regenerating 81.16 life per turn. Regeneration |
detrimental effect | The target fire resistance is reduced by 57%. Lowered fire resistance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed red crystal shard. * You've found the needed honey tree root. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Hellglean (15 def, 7 armour) Hellglean (15 def, 7 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% fire Acc +15 (+5 eff.) ----- def ----- Armour +7 Defense +15 (+6 eff.) Fatigue +2% Resists +6% lightning +6% temporal +3% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Pusserpent the quiver of elm arrows (12/12, 113% power, 5 apr) Pusserpent the quiver of elm arrows (12/12, 113% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 113% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 12 Ranged+ +21 cold On Hit.r1 +8 nature On Crit.r2 +25 cold On Hit: * 20% chance to slow global speed by 31% Arrows are used with bows to pierce your foes to death. |
Light source | Eilinemira the Bloomparry Eilinemira the Bloomparry2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Defense +15 (+6 eff.) Resists +6% nature Phys.save +6 (+3 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Eragar the iron helm (0 def, 3 armour) Eragar the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Mind.crit +2% Spell.pwr +10 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Spell.save +12 (+6 eff.) ---------- misc Max.mana +20.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 187.3 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Unryrim [power 47] (1/25 cooldown) Unryrim [power 47] (1/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% temporal +6% cold Die.at -20.00 life Stun/Frz- +20% Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gladiator's steel ring of misery gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +1 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 6 On Hit (Ranged): * 12% chance to reduce all saves and defense by 6 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | steel ring 'Rimemortal' steel ring 'Rimemortal'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex dps ---------- Crit.mult +10.00% Acc +19 (+7 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Phys.save +3 (+2 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +9 See.Invis +8 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 5/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | sand iron gauntlets of strength (+2) (0 def, 7 armour) sand iron gauntlets of strength (+2) (0 def, 7 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | rejuvenating steel mail armour of implacability (2 def, 11 armour) rejuvenating steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Cloak | Squalorpierce (1 def, 6 armour) Squalorpierce (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +9% fire Melee Ret 6 acid On Hit (Melee): * 10% chance to slow global speed by 31% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% acid +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit steel amulet of healing starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% light +10% darkness Heal.mod +13% Blind- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 98 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
shatter afflictions rune of the sneak (absorb 32; cd 22) shatter afflictions rune of the sneak (absorb 32; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 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. 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 |
shielding rune of the duelist (absorb 295; dur 3; cd 16) shielding rune of the duelist (absorb 295; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 236; dur 4; cd 17) shielding rune of the warrior (absorb 236; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +12% cold Amulets can have magical properties. |
Delindil the steel amulet Delindil the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +9% acid +1% physical +10% mind Crit.dmg- 15.00% Unseen.red 11% Confus- +26% Amulets can have magical properties. |
copper ring 'Hailwreath' copper ring 'Hailwreath'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% mind +9% cold Mind.save +6 (+6 eff.) Confus- +21% Rings can have magical properties. |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
Gluvea (132% power, 2 apr) Gluvea (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Psionic Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 darkness Against +14% Living On Hit: * 20% chance to reduce all saves and defense by 6 While equipped: Stats +19 Con +20 Wil dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 6 ----- def ----- Max.HP +45.00 Massive two-handed mauls. |
dwarven-steel greatmaul 'Dourquarry' (153% power, 2 apr) dwarven-steel greatmaul 'Dourquarry' (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 cold +8 darkness +8 nature On Hit: * Create an explosion dealing 73 lightning damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: dps ---------- Dmg.mod +16% lightning +6% darkness Res.pen +13% lightning Melee Ret 6 darkness ----- def ----- Resists +3% nature Massive two-handed mauls. |
steel mace of erosion (109% power, 3 apr) steel mace of erosion (109% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature Blunt and deadly. |
self-loading quiver of elm arrows (25/25, 111% power, 5 apr) self-loading quiver of elm arrows (25/25, 111% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 111% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 25 Rld cld 4 Arrows are used with bows to pierce your foes to death. |
Wind Worn Shot (23/25, 148% power, 15 apr) Wind Worn Shot (23/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
steel mail armour of implacability (2 def, 11 armour) steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of mail. |
Nerurewe Nerurewe1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +6% lightning +6% temporal +3% mind Phys.save +3 (+2 eff.) Confus- +10% Stun/Frz- +10% Teleport- +20% A belt that goes around your waist. |
rough leather belt 'Blizzardbraid' rough leather belt 'Blizzardbraid'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% blight +6% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Belemira the linen cloak (1 def, 0 armour) Belemira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chargebraze' (1 def, 0 armour) linen cloak 'Chargebraze' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Wil +3 Con dps ---------- Res.pen +5% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 6 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elivea the Glacierransom (2 def, 0 armour) Elivea the Glacierransom (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +25 (+17 eff.) Res.pen +20% mind Melee Ret 4 cold ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightwitch the pair of iron boots (0 def, 5 armour) Nightwitch the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Res.pen +20% darkness +5% mind ----- def ----- Armour +5 Fatigue +2% ---------- misc Psi/ret +0.04 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of rushing (0 def, 3 armour) grounding pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Rush: Puts all charms on 25 cooldown Level 1.1 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +24% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Drudor' (0 def, 2 armour) hardened leather gloves 'Drudor' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Mind.crit +7% Crit.mult +6.00% Melee Ret 8 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% acid +12% darkness +6% blight +3% nature +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barksaw (0 def, 3 armour) Barksaw (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +25% darkness +20% nature ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +12% darkness A cap made of leather. |
Frostwill (0 def, 3 armour) Frostwill (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% mind +3% cold Res.pen +5% blight +15% cold +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 6 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aressra the brass lantern Aressra the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+8 eff.) Res.pen +10% physical Apr +3 ----- def ----- Armour +2 Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Drovor the Gorevagrant Drovor the Gorevagrant2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag +1 Wil +3 Cun dps ---------- Res.pen +5% nature ----- def ----- Resists +6% temporal Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Erelyrim Erelyrim2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +1% physical +9% mind +6% fire Max.HP +43.00 Confus- +20% Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
overpowered iron torque of gale force [power 145] (1/21 cooldown) overpowered iron torque of gale force [power 145] (1/21 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 160 physical damage Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Blatman the Drem Doombringer level 10
26th Voratun 122nd year of Ascendancy at 19:00 see stats
By Blatman the Drem Doombringer level 20
10th Loss 122nd year of Ascendancy at 06:53 see stats
By Blatman the Drem Doombringer level 19
17th Dearth 122nd year of Ascendancy at 20:24 see stats
By Blatman the Drem Doombringer level 9
25th Voratun 122nd year of Ascendancy at 00:43 see stats
By Blatman the Drem Doombringer level 15
2nd Wealth 122nd year of Ascendancy at 11:11 see stats
By Blatman the Drem Doombringer level 15
3rd Profit 122nd year of Ascendancy at 04:00 see stats
By Blatman the Drem Doombringer level 6
20th Voratun 122nd year of Ascendancy at 18:22 see stats
Log
Blatman becomes more vulnerable to fire.
The shield around Blatman crumbles.
Talent Draining Assault is ready to use.
Blatman casts Surge of Power.
Blatman surges with an incredible power!
Blatman receives 74 healing from Surge of Power.
Blatman uses Infusion: Regeneration.
Blatman starts regenerating health quickly.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Blatman crumbles.
Ritch flamespitter is on fire!
Ritch flamespitter hits Blatman for (108 absorbed), 140 fire (140 total damage).
Fiery Aegis from Blatman hits Ritch flamespitter for 16 fire damage.
Talent Frenzy is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Blatman for 249 fire damage.
Burning from Blatman hits Ritch flamespitter for 5 fire damage.
Blatman the level 20 drem doombringer was slowly cooked to death by a ritch flamespitter on level 3 of Sandworm lair.
Blatman deactivates Abyssal Shield.
Blatman deactivates Precise Strikes.
Blatman is less vulnerable to fire.
Blatman's weapon stops glowing.
Blatman's surge ends.
Blatman stops regenerating health quickly.