Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Extra Dungeons 1.5.5In 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: 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:
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: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: 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:
Faerie Race 1.5.2This 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 Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Improved Auto-explore and Rest 1.5.5Quality 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. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Doomelf |
Class | Corruptor |
Level / Exp | 15 / 58% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 42 (base 30) |
Magic | 51 (base 41) |
Willpower | 22 (base 13) |
Cunning | 14 (base 10) |
Resources
Life | 540/540 |
Positive | 83/92 |
Vim | 33/156 |
Healing Factor | 1.6464150943396 |
Regeneration | 2.0580188679245 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 10 |
Offense: Mainhand
Damage | 43 |
Accuracy | 7 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Darkness | +20% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 8 |
Physical Save | 24 |
Spell Save | 31 |
Mental Save | 23 |
Defense: Resistances
Nature | + 20%( 70%) |
Darkness | + 13%( 70%) |
Physical | + 13%( 70%) |
Fire | + 24%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 0/23 |
| 0/40 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Celestial / Light | 0.80 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You abandoned lost tinker to death. Escort: lost tinker (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
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 within12 lumberjacks have died. | done |
Equipment
On feet | [vs. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4(-) Cun dps ---------- Mov.spd +25% (-) ----- def ----- Armour +1 (-) Defense +2 (+1 eff.) (-) Fatigue +2% (-) Stealth +10 (-) ---------- misc ShadowPwr +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
On hands | [vs. heroic hardened leather gloves of dispersion (0 def, 6 armour) (On hands)] heroic hardened leather gloves of dispersion (0 def, 6 armour)heroic hardened leather gloves of dispersion (0 def, 6 armour) 1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +5(-) Mag +4(-) Wil dps ---------- Melee+ 5(-) arcane ----- def ----- Armour +6 (-) Resists +5%(-) arcane Mind.save +7 (+4 eff.) (-) Max.HP +40.00 (-) Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Arcane 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. |
On fingers | [vs. The Black Ring (On fingers, 1 of 2)] The Black RingThe Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% (-) ----- def ----- Spell.save +7 (+3 eff.) (-) ---------- misc Masteries +0.20(-) Corruption/Fearfire ShadowPwr +5 (-) On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." Tap to cycle through comparison choices |
On fingers | [vs. The Black Ring (On fingers, 1 of 2)] Wheel of FateWheel of Fate 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Str +11 Con dps ---------- Spell.crit +0% (-5%) Phys.pwr +14 (+7 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Phys.save +8 (+4 eff.) Spell.save +10 (+5 eff.) (+3 (+2 eff.)) Mind.save +6 (+3 eff.) ---------- misc Masteries +0.00(-0.20) Corruption/Fearfire ShadowPwr +0 (-5) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
Around neck | [vs. Choker of Dread (Around neck)] Choker of DreadChoker of Dread 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) (-) Spell.pwr +5 (+2 eff.) (-) ----- def ----- Blind- +100% (-) ---------- misc See.Invis +10 (-) Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | [vs. Staff of Bones (20-24 power, 4 apr, blight element) (In main hand)] Staff of Bones (20-24 power, 4 apr, blight element)Staff of Bones (20-24 power, 4 apr, blight element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Blight Uses 150% Mag Acc+ +2.5% procs dam / acc Apr +4 (-) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +10% (-) Spell.pwr +35 (+12 eff.) (-) Dmg.mod +20%(-) acid +20%(-) cold +20%(-) darkness +20%(-) blight ---------- misc Talents +1.00(-) Command Staff Masteries +0.10(-) Spell/Necrotic minions +0.10(-) Spell/Shades +0.10(-) Corruption/Bone +0.10(-) Spell/Nightfall +0.10(-) Spell/Necrosis +0.10(-) Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Main armor | [vs. volcanic rough leather armour of Eyal (1 def, 9 armour) (Main armor)] volcanic rough leather armour of Eyal (1 def, 9 armour)volcanic rough leather armour of Eyal (1 def, 9 armour) 9.0 T1 light armor Reqs Str 10 [Ego++] Nature While equipped: dps ---------- Melee+ 6(-) fire Ranged+ 6(-) fire ----- def ----- Armour +9 (-) Defense +1 (+1 eff.) (-) Fatigue +6% (-) Resists +14%(-) fire +13%(-) physical Max.HP +44.00 (-) HP.reg +1.00 (-) Heal.mod +12% (-) A suit of armour made of leather. |
Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 (-) ---------- misc Light +5 (-) 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. |
Cloak | [vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] Fearfire Mantle (14 def, 0 armour)Fearfire Mantle (14 def, 0 armour) 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30(-) fire ----- def ----- Defense +14 (+12 eff.) (-) Resists +10%(-) fire +10%(-) darkness +10%(-) cold ---------- misc Masteries +0.20(-) Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters 1.0 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. |
Inventory
manasurge rune of the titan (915% regen over 10 turns; 46 instant mana) manasurge rune of the titan (915% regen over 10 turns; 46 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd 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 915% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) 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. |
[vs. The Black Ring (On fingers, 1 of 2)] gladiator's gold ring of tenacitygladiator's gold ring of tenacity 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Spell.crit +0% (-5%) Phys.pwr +8 (+4 eff.) ----- def ----- Spell.save +0 (+0 eff.) (-7 (-3 eff.)) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +25% ---------- misc Masteries +0.00(-0.20) Corruption/Fearfire ShadowPwr +0 (-5) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. The Black Ring (On fingers, 1 of 2)] Writhing Ring of the HunterWrithing Ring of the Hunter 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Spell.crit +0% (-5%) ----- def ----- Phys.save -30 (-25 eff.) Spell.save -30 (-22 eff.) (-37 (-25 eff.)) Mind.save -30 (-27 eff.) ---------- misc Masteries +0.00(-0.20) Corruption/Fearfire ShadowPwr +0 (-5) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. Tap to cycle through comparison choices |
[vs. Staff of Bones (20-24 power, 4 apr, blight element) (In main hand)] Crystal Shard (16-19.2 power, 4 apr, physical element)Crystal Shard (16-19.2 power, 4 apr, physical element) 5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2(-4.0 - -4.8) Arcane Uses 130% Mag Acc+ +2.5% procs dam / acc Apr +4 (-) Atk.spd 100% (-) Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% (-6%) Spell.pwr +14 (+5 eff.) (-21 (-7 eff.)) Dmg.mod +0%(-20%) acid +0%(-20%) darkness +18%(-2%) blight +0%(-20%) cold +18% arcane ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane ---------- misc Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Spell/Necrotic minions +0.00(-0.10) Spell/Shades +0.00(-0.10) Corruption/Bone +0.00(-0.10) Spell/Nightfall +0.00(-0.10) Spell/Necrosis +0.00(-0.10) Spell/Advanced necrotic minions Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
[vs. Staff of Bones (20-24 power, 4 apr, blight element) (In main hand)] shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, blight element)shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, blight element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0(+10.0 - +12.0) Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +6 (+2) Crit +5.0% Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +9% (-1%) Spell.pwr +15 (+5 eff.) (-20 (-7 eff.)) Dmg.mod +30%(+10%) blight +0%(-20%) cold +0%(-20%) darkness +0%(-20%) acid ----- def ----- Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.21 Max.mana +92.00 Talents +1.00(-) Command Staff Masteries +0.00(-0.10) Spell/Necrotic minions +0.00(-0.10) Spell/Shades +0.00(-0.10) Corruption/Bone +0.00(-0.10) Spell/Nightfall +0.00(-0.10) Spell/Necrosis +0.00(-0.10) Spell/Advanced necrotic minions Staves designed for wielders of magic, by the greats of the art. |
[vs. Staff of Bones (20-24 power, 4 apr, blight element) (In main hand)] flaming dwarven-steel greatsword of phasing (39-62.4 power, 16 apr)flaming dwarven-steel greatsword of phasing (39-62.4 power, 16 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 39.0 - 62.4(+19.0 - +38.4) Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +16 (+12) Crit +3.5% Atk.spd 100% (-) Phasing +35% On Hit.r1 +13 fire While equipped: dps ---------- Spell.crit +0% (-10%) Spell.pwr +0 (+0 eff.) (-35 (-12 eff.)) Dmg.mod +0%(-20%) acid +0%(-20%) cold +0%(-20%) darkness +0%(-20%) blight ---------- misc Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Spell/Necrotic minions +0.00(-0.10) Spell/Shades +0.00(-0.10) Corruption/Bone +0.00(-0.10) Spell/Nightfall +0.00(-0.10) Spell/Necrosis +0.00(-0.10) Spell/Advanced necrotic minions Massive two-handed swords. |
[vs. volcanic rough leather armour of Eyal (1 def, 9 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Normal] While equipped: dps ---------- Melee+ 0(-6) fire Ranged+ 0(-6) fire ----- def ----- Armour +0 (-9) Defense +0 (+0 eff.) (-1 (-1 eff.)) Fatigue +0% (-6%) Resists +0%(-14%) fire +0%(-13%) physical Max.HP +0.00 (-44.00) HP.reg +0.00 (-1.00) Heal.mod +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. volcanic rough leather armour of Eyal (1 def, 9 armour) (Main armor)] mindwoven linen robe (0 def, 0 armour)mindwoven linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Melee+ 0(-6) fire Ranged+ 0(-6) fire ----- def ----- Armour +0 (-9) Defense +0 (+0 eff.) (-1 (-1 eff.)) Fatigue +0% (-6%) Resists +0%(-14%) fire +0%(-13%) physical Mind.save +15 (+7 eff.) Max.HP +0.00 (-44.00) HP.reg +0.00 (-1.00) Heal.mod +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. volcanic rough leather armour of Eyal (1 def, 9 armour) (Main armor)] verdant cashmere robe of life (2 def, 0 armour)verdant cashmere robe of life (2 def, 0 armour) 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Melee+ 0(-6) fire Ranged+ 0(-6) fire Dmg.mod +8% nature ----- def ----- Armour +0 (-9) Defense +2 (+1 eff.) (+1 (+0 eff.)) Fatigue +0% (-6%) Resists +7% blight +0%(-13%) physical +0%(-14%) fire Max.HP +57.00 (+13.00) HP.reg +2.90 (+1.90) Heal.mod +15% (+3%) Poison- +26% Disease- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. volcanic rough leather armour of Eyal (1 def, 9 armour) (Main armor)] spiked hardened leather armour (3 def, 6 armour)spiked hardened leather armour (3 def, 6 armour) 9.0 T3 light armor Reqs Str 16 [Ego] Master While equipped: dps ---------- Melee+ 0(-6) fire Ranged+ 0(-6) fire Melee Ret 11 physical ----- def ----- Armour +6 (-3) Defense +3 (+2 eff.) (+2 (+1 eff.)) Fatigue +8% (+2%) Resists +0%(-14%) fire +0%(-13%) physical Max.HP +0.00 (-44.00) HP.reg +0.00 (-1.00) Heal.mod +0% (-12%) A suit of armour made of leather. |
[vs. Girdle of the Calm Waters (Around waist)] blurring rough leather beltblurring rough leather belt 1.0 T1 belt armor [Ego] Master While equipped: Stats +0(-3) Wil ----- def ----- Defense +9 (+4 eff.) Resists +0%(-20%) blight +0%(-20%) cold +0%(-20%) nature Stealth +5 Heal.mod +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] spiritwalker's rough leather belt of resiliencespiritwalker's rough leather belt of resilience 1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: Stats +0(-3) Wil +2 Mag ----- def ----- Resists +0%(-20%) blight +0%(-20%) cold +0%(-20%) nature Max.HP +31.00 Heal.mod +0% (-30%) ---------- misc Mana/turn +0.15 Max.mana +21.00 A belt that goes around your waist. |
[vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] Adunn (1 def, 0 armour)Adunn (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Cun dps ---------- Melee Ret 0(-30) fire ----- def ----- Defense +1 (+1 eff.) (-13 (-11 eff.)) Resists +0%(-10%) cold +0%(-10%) fire +0%(-10%) darkness +6% temporal Blind- +20% Knockbk- +5% ---------- misc Masteries +0.00(-0.20) Corruption/Fearfire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] restorative pair of rough leather boots of evasion (11 def, 1 armour)restorative pair of rough leather boots of evasion (11 def, 1 armour) 2.0 T1 feet armor [Ego++] Nature/Master While equipped: Stats +0(-4) Cun dps ---------- Mov.spd +0% (-25%) ----- def ----- Armour +1 (-) Defense +11 (+5 eff.) (+9 (+4 eff.)) Fatigue +1% (-1%) Stealth +0 (-10) HP.reg +1.70 Heal.mod +13% ---------- misc ShadowPwr +0 (-5) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] undeterred pair of hardened leather boots of rushing (0 def, 3 armour)undeterred pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +0(-4) Cun +3 Con dps ---------- Mov.spd +0% (-25%) ----- def ----- Armour +3 (+2) Defense +0 (+0 eff.) (-2 (-1 eff.)) Fatigue +3% (+1%) Stealth +0 (-10) Silence- +29% Confus- +20% Stun/Frz- +20% ---------- misc ShadowPwr +0 (-5) Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. heroic hardened leather gloves of dispersion (0 def, 6 armour) (On hands)] rough leather gloves (0 def, 1 armour)rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: Stats +0(-5) Mag +0(-4) Wil dps ---------- Melee+ 0(-5) arcane ----- def ----- Armour +1 (-5) Resists +0%(-5%) arcane Mind.save +0 (+0 eff.) (-7 (-4 eff.)) Max.HP +0.00 (-40.00) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. heroic hardened leather gloves of dispersion (0 def, 6 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +0(-4) Wil +3(-2) Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Melee+ 0(-5) arcane Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Armour +0 (-6) Resists +8% temporal +8% darkness +0%(-5%) arcane Mind.save +0 (+0 eff.) (-7 (-4 eff.)) Max.HP +0.00 (-40.00) ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
[vs. bright brass lantern of health (Light source)] brass lanternbrass lantern 2.0 T1 lite [Normal] While equipped: ----- def ----- Max.HP +0.00 (-43.00) ---------- misc Light +2 (-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. |
[vs. Prox's Lucky Halfling Foot (Tool)] Eye of the Dreaming OneEye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +0(-5) Lck +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Defense +0 (+0 eff.) (-5 (-3 eff.)) Mind.save +10 (+5 eff.) ---------- misc T.Disarm +0 (-5) 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 6 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 50% 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. |
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 Entropy (0/1) Rod of Entropy (0/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 101% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 68/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (400/400) Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Achievements
By Evil the Doomelf Corruptor level 8
8th Mirth 122nd year of Ascendancy at 17:19 see stats
By Evil the Doomelf Corruptor level 5
78th Pyre 122nd year of Ascendancy at 14:34 see stats
By Evil the Doomelf Corruptor level 10
17th Dusk 122nd year of Ascendancy at 20:47 see stats
By Evil the Doomelf Corruptor level 7
1st Mirth 122nd year of Ascendancy at 09:41 see stats
By Evil the Doomelf Corruptor level 8
4th Flare 122nd year of Ascendancy at 10:22 see stats
By Evil the Doomelf Corruptor level 8
10th Mirth 122nd year of Ascendancy at 21:14 see stats
Log
Evil hits Weirdling Beast for 16 fire damage.
Evil receives 3 healing from Weirdling Beast.
Talent Blood Spray is ready to use.
Evil casts Blood Spray.
Evil's spell attains critical power!
As the Weirdling beast falls it shrieks one last time and the door behind it shatters and explodes, revealing the room behind it. The stair up vanishes!
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Staff of Bones: "We require more souls!"
Evil hits Weirdling Beast for 128 blight, 24 fire (152 total damage).
Weirdling Beast hits Evil for 58 physical damage.
Evil killed Weirdling Beast!
Talent Blood Grasp is ready to use.
Evil picks up (a.): manasurge rune of the titan (915% regen over 10 turns; 46 instant mana).
You pickup 0.70 gold pieces.
Evil picks up (f.): flaming dwarven-steel greatsword of phasing (39-62.4 power, 16 apr).
Evil picks up (j.): spiked hardened leather armour (3 def, 6 armour).
Evil picks up (f.): shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, blight element).
Talent Soul Rot is ready to use.
Talent Drain is ready to use.
Evil stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Talent Blood Spray is ready to use.
Ran for 10 turns (stop reason: didn't move).
Talent Infusion: Regeneration is ready to use.
Talent Providence is ready to use.