










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Better Item Description 1.5.5This 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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Arcane Blade |
| Level / Exp | 18 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Isabrelaith the shivgoroth at level 12 on the 21st Shortage 122nd year of Ascendancy at 21:14 2 / 3Killed by greater gwelgoroth at level 14 on the 13rd Iron 123rd year of Ascendancy at 12:34 Killed by Lisewyn the blue ooze at level 15 on the 19th Iron 123rd year of Ascendancy at 17:51 |
Primary Stats
| Strength | 36 (base 20) |
| Dexterity | 26 (base 12) |
| Constitution | 11 (base 10) |
| Magic | 40 (base 33) |
| Willpower | 21 (base 10) |
| Cunning | 51 (base 38) |
Resources
| Life | 528/528 |
| Mana | 182/182 |
| Stamina | 138/138 |
| Healing Factor | 1.4082872928177 |
| Regeneration | 7.2526795580112 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 20 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 45 |
| Crit Chance | 32% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 45 |
| Crit Chance | 34% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +5% |
| Physical | +20% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 29 (54.121405750799%) |
| Defense | 33 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 21 |
| Mental Save | 28 |
Defense: Resistances
| Physical | + 1%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 9%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Confusion Resistance | 35% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 40% |
| Blind Resistance | 71% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 505% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Shield |
| talent | Arcane Combat |
| talent | Shock Hands |
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 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 have explored the Sandworm Lair and vanquished their Queen. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | 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 | Cinderpeal (4 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Wil dps ---------- Crit.mult +15.00% Mind.pwr +6 (+3 eff.) Dmg.mod +12% fire Melee Ret 16 mind ----- def ----- Armour +4 Defense +4 (+2 eff.) Rng.Def +5 (+3 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Mardodig the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +7% all Apr +7 ----- def ----- Armour +2 Resists +6% nature +6% fire Phys.save +10 (+5 eff.) Heal.mod +14% Blind- +37% Poison- +10% Confus- +15% ---------- misc Light +8 See.Stealth +12 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Zubuyanne' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +5 Dex dps ---------- Res.pen +10% physical ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +6% mind +1% physical A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | Relgydir [power 69] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Res.pen +10% physical Acc +8 (+3 eff.) ----- def ----- Resists +9% lightning Crit.dmg- 10.00% Blind- +10% Stun/Frz- +5% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 21 light Ranged+ 24 light On Hit (Melee): * 11% chance to blind On Hit (Ranged): * 14% chance to blind Rings can have magical properties. |
| On fingers | warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Str ----- def ----- Armour +12 Blind- +24% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings can have magical properties. |
| Around neck | grounding gold amulet of strength (+6)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +6 Str ----- def ----- Resists +13% lightning Stun/Frz- +25% Amulets can have magical properties. |
| In main hand | magewarrior's short yew starstaff of wizardry (20-24 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +9.00% Phys.pwr +7 (+2 eff.) Spell.pwr +21 (+7 eff.) Dmg.mod +20% physical Acc +8 (+3 eff.) ---------- misc Max.mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Jetbraid'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Lck dps ---------- Dmg.mod +6% lightning Melee Ret 12 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness +3% lightning Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
| In off hand | balanced steel dagger of projection (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master/Psionic Power 12.0 - 15.6 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Acc +4 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
| Cloak | Flareglamour the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% cold Mind.save +3 (+2 eff.) Max.HP +32.00 Poison- +10% Disarm- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +71.00 HP.reg +4.90 Heal.mod +26% A suit of armour made of leather. |
Inventory
regeneration infusion of the psychic (heal 146 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 131 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 14%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 14%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +12% darkness Heal.mod +12% Blind- +24% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 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 229 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Lustrenail'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% fire On Hit (Melee): * 15% chance to blind ----- def ----- Resists +11% temporal +10% light +12% darkness Blind- +20% Pinning- +22% Knockbk- +22% ---------- misc Light +3 Amulets can have magical properties. |
Amudar0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +9% acid +3% temporal +3% darkness +6% fire +5% arcane Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +20 Rings can have magical properties. |
Nightglean the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% darkness +24% fire Res.pen +15% acid Acc +8 (+3 eff.) Apr +9 Melee Ret 8 darkness 8 acid ----- def ----- Defense +9 (+4 eff.) Resists +48% fire 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 143% 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. |
marksman's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +7 (+4 eff.) Acc +4 (+2 eff.) Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel dagger 'Porutta' (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 12.5 - 16.3 Blight Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +15 blight On Hit: * 9% chance to disease * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +4 Mag dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +16% ---------- misc Infravis +2 Sharp, short and deadly. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Neryyawyn1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Armour +4 Spell.save +6 (+3 eff.) Max.HP +50.00 ---------- misc Size +1 A belt that goes around your waist. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +33.00 A belt that goes around your waist. |
regal cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +2 Wil +1 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gebeth the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +3 Con ----- def ----- Armour +1 Fatigue -3% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc See.Invis +9 A pair of boots made of leather. |
Adaribeth the Shadowsweeper (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Dex +1 Mag dps ---------- Res.pen +20% darkness Acc +11 (+4 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kydralar the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% mind Melee Ret 8 mind ----- def ----- Armour +1 Resists +15% mind +6% acid Metal gloves protecting the hands up to the middle of the lower arm. |
Shadowtrial the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% blight Res.pen +15% blight Acc +11 (+4 eff.) Melee Ret 8 blight 8 darkness ----- def ----- Armour +1 Resists +9% blight Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Noldalle the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +3 Wil ----- def ----- Armour +1 Fatigue -1% Resists +3% mind ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A cap made of leather. |
Cloudparry the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Spell.crit +1% Spell.pwr +8 (+3 eff.) Mind.pwr +3 (+2 eff.) S.pwr/crit +4 Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Thunderwyrd' (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +6 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +1 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
178 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Mayura'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% physical Res.pen +5% acid Acc +4 (+2 eff.) ----- def ----- Resists +12% acid Phys.save +6 (+3 eff.) HP.reg +0.20 Heal.mod +12% ---------- misc Stam/turn +0.60 Light +2 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +4 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. |
Porywyn the Weepwend1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +21% acid Max.HP +49.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe 'Chargeminister' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex +2 Cun dps ---------- Acc +4 (+2 eff.) Melee Ret 12 lightning ---------- misc Light +2 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Eclipsestriker' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% nature Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue -4% Resists +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)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. |
iron torque of thermal psionic shield [power 27] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of kinetic psionic shield [power 35] (23 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Elenydig [power 1] (10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +1% Dmg.mod +3% temporal ----- def ----- Resists +9% temporal Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
ash wand of clairvoyance 'Gytta' [power 10] (6 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Str +1 Con ---------- misc Telepathy Dragon Talents +1 Void Blast Reveal the area around you, dispelling darkness (radius 10, power 58 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By [DAB] the Drem Arcane Blade level 8
2nd Profit 122nd year of Ascendancy at 03:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By [DAB] the Drem Arcane Blade level 10
19th Profit 122nd year of Ascendancy at 08:34 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By [DAB] the Drem Arcane Blade level 12
25th Wealth 122nd year of Ascendancy at 17:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By [DAB] the Drem Arcane Blade level 16
29th Iron 123rd year of Ascendancy at 16:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By [DAB] the Drem Arcane Blade level 8
15th Profit 122nd year of Ascendancy at 02:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By [DAB] the Drem Arcane Blade level 10
41st Profit 122nd year of Ascendancy at 03:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By [DAB] the Drem Arcane Blade level 17
23rd Steel 123rd year of Ascendancy at 03:42 see stats
Log
[DAB] deactivates Shock Hands.
[DAB] activates Shock Hands.
[DAB] deactivates Arcane Shield.
[DAB] activates Arcane Shield.
[DAB] wears (replacing Ce'Noldalle the rough leather cap (0 def, 1 armour)): rough leather cap 'Zubuyanne' (0 def, 1 armour).
Ran for 13 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
There is an exit to the worldmap here (press '' or right click to use).
[DAB] deactivates Arcane Combat.
[DAB] deactivates Arcane Feed.
[DAB] deactivates Arcane Shield.
[DAB] deactivates Shock Hands.











































































































