
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. White Monk 1.5.3Adds 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. Proper Possession 1.5.0
Frequently Asked Questions: Amiga Music Replacement [Pt. 2] 1.5.5 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.
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:
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:
Showing Items Tier in Inventory 1.5.5This 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 Amiga Music Replacement [Pt. 1] 1.5.5 The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Bladebender 1.5.6 Amiga Music Replacement [Pt. 3] 1.5.5 Harbinger 1.5.6 Items Vault 1.5.0Donators/Buyers bonus! 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: Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Mentalist class 1.5.5Adds the mentalist class. Mentalists are psionics that specialize in manipulating the mind of their foes. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 13 / 74% |
| Size | big |
| Lifes / Deaths | Killed by The Shade at level 8 on the 9th Mirth 122nd year of Ascendancy at 15:52 2 / 2Killed by elven guard at level 10 on the 6th Flare 122nd year of Ascendancy at 00:20 |
Primary Stats
| Strength | 27 (base 20) |
| Dexterity | 12 (base 10) |
| Constitution | 31 (base 19) |
| Magic | 45 (base 39) |
| Willpower | 22 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 451/451 |
| Insanity | 0/100 |
| Healing Factor | 1.5567164179105 |
| Regeneration | 0.38917910447762 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 10 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Physical | +12% |
| Light | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 5 |
| Physical Save | 28 |
| Spell Save | 31 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 33%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 47%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 223 damage for 4 turns. Its effects scale with your Strength 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 150 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have 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 have explored the Maze and vanquished the Minotaur. * 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 |
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 |
Equipment
| On feet | miner's pair of rough leather boots of rushing (0 def, 5 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
| Light source | Durumadar2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Phys.save +11 (+5 eff.) Heal.mod +10% ---------- misc 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. |
| On head | Chamudin (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun dps ---------- Phys.crit +4.0% Mind.pwr +3 (+1 eff.) Dmg.mod +3% physical Acc +4 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Max.HP +10.00 A cap made of leather. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 111.71 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | psionicist's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +8 (+4 eff.) Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.84 cold and 11.53 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | 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. |
| In main hand | dwarven-steel greatmaul 'Blazeglory' (40.5-60.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 lightning On Hit.r1 +4 light On Hit: * 40% chance to blind * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +3% light Melee Ret 8 arcane 8 light On Hit (Melee): * 15% chance to blind Massive two-handed mauls. |
| On hands | sand small tauntlets of strength (+2) (0 def, 8 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +8 ---------- misc Talents +1 Block Tauntlets behave like a shield, and allow you to block attacks. 11 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 46.13 physical damage, inflicting bleeding for another 23.07 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
| Cloak | Getederin (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Mind.crit +3% ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+2 eff.) ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of mastery (0.10 Demented / Tentacles)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% ---------- misc Masteries +0.10 Demented/Tentacles Amulets can have magical properties. |
Inventory
healing infusion (heal 20)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets can have magical properties. |
quick steel battleaxe (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +10 (+4 eff.) Massive two-handed battleaxes. |
slime-covered steel battleaxe (17.5-26.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 17.5 - 26.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 7% Massive two-handed battleaxes. |
Mayalaith (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 blight +7 cold +8 mind On Hit: * 6% chance to disease This is a bardic weapon. While equipped: dps ---------- Res.pen +5% blight Acc +5 (+2 eff.) Melee Ret 12 blight On Hit (Melee): * 10% chance to disease ----- def ----- Defense +7 (+7 eff.) Disarm- +17% Sharp, short and deadly. |
sonic iron dagger of massacre (15-19.5 power, 10 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 15.0 - 19.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +4.0% Atk.spd 100% Melee+ +4 sound This is a bardic weapon. While equipped: ----- def ----- Resists +5% sound Sharp, short and deadly. |
Daimalerig the dwarven-steel greatmaul (39-58.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 39.0 - 58.5 Mind Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil +3 Cun dps ---------- Res.pen +15% mind Acc +10 (+4 eff.) ----- def ----- Defense +10 (+9 eff.) Disarm- +38% ---------- misc Light +1 Telepathy Dragon Massive two-handed mauls. |
steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul 'Isyba' (34-51 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 34.0 - 51.0 Light Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Slows global speed by 10% * leeches stamina from the target While equipped: dps ---------- Phys.crit +7.0% Crit.mult +17.00% Apr +10 Melee Ret 7 nature slow ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Resists +5% arcane +1% physical Blind- +10% Massive two-handed mauls. |
mighty ash longbow of sound4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master/Psionic Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 sound While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +14% sound Longbows are used to shoot arrows at your foes. |
blazebringer's steel longsword of daylight (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 light Against +8% Undead On Crit.r2 +7 fire While equipped: dps ---------- All.spd +2% Res.pen +6% fire Sharp, long, and deadly. |
dwarven-steel longsword 'Muyadan' (23.5-32.9 power, 9 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +3.5% Atk.spd 100% Melee+ +9 sound +4 acid While equipped: dps ---------- Phys.crit +1.0% Crit.mult +3.00% Apr +3 ----- def ----- Defense +9 (+8 eff.) Rng.Def +9 (+8 eff.) Resists +10% sound Max.HP +40.00 Sharp, long, and deadly. |
steel longsword of massacre (21.5-30.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
balanced steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +25% Blunt and deadly. |
blooming thorny mindstar of life (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +19.00 HP.reg +0.70 Heal.mod +12% Heal/summ +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful vined mindstar of resolve (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar hates not to be wrathful. Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% mind +7% darkness Res.pen +6% mind +5% darkness ----- def ----- Phys.save +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash magestaff of invocation (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+4 eff.) S.pwr/crit +6 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 22.96 to 27.56 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +18.00% Spell.pwr +10 (+4 eff.) Melee+ 18 fire Dmg.mod +15% fire ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel steamgun of true shot4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Acc +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic cured leather whip of phasing (13-14.3 power, 9 apr)3.0 T2 whip 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.0 - 14.3 Physical Uses 100% Dex Acc+ +0.4% crit.pwr / acc Apr +9 Crit +4.5% Atk.spd 125% Phasing +11% Melee+ +7 acid On Crit: * splashes the target with acid Sharp, long and deadly. |
cured leather whip of persecution (9.5-10.45 power, 3 apr)3.0 T2 whip 1H weapon Reqs Dex 16 [Ego] Disrupt Power 9.5 - 10.5 Physical Uses 100% Dex Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 125% Against +9% Unnatural While equipped: Stats +2 Wil Sharp, long and deadly. |
cleansing rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature/Disrupt While equipped: Stats +1 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +6% acid +7% blight Mind.save +6 (+3 eff.) A belt that goes around your waist. It was corrupted by the digestive sack. |
thick cashmere cloak of battle (2 def, 8 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue -2% Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil ---------- misc Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots of evasion (10 def, 3 armour)3.0 T1 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +10 (+9 eff.) Fatigue +2% Resists +6% lightning +6% temporal 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 21% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
warlord's iron helm (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature While equipped: Stats +3 Str +3 Wil dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% physical Phys.save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Unrikan the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 [Rare] Master While equipped: ----- def ----- Armour +11 Defense +5 (+5 eff.) Fatigue +24% Resists +12% temporal +6% physical Phys.save +22 (+11 eff.) Die.at -40.00 life Stun/Frz- +10% Knockbk- +10% A suit of armour made of metal plates. |
hardened iron plate armour (3 def, 13 armour)17.0 T1 massive armor [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +3 (+3 eff.) Fatigue +20% Resists +5% acid +6% physical +6% cold +6% lightning +6% fire A suit of armour made of metal plates. |
5 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. |
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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc 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. |
watchleader's brass lantern of the sun2.0 T1 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% darkness Affinity +5% light Blind- +23% Confus- +10% ---------- misc Light +6 See.Stealth +8 See.Invis +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 27.97 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 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 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
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. |
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. |
flaming pouch of steel shots of crippling (20/20, 21-25.2 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Arcane/Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +9.5% Capacity 20 On Hit.r1 +10 fire On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
slimey pouch of iron shots of erosion (16/16, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Disrupt Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Ranged+ +6 temporal +6 nature On Hit: * Slows global speed by 5% Shots are used with slings to pummel your foes to death. |
acidic steel singing sword (21-29.4 power, 2 apr) acidic steel singing sword (21-29.4 power, 2 apr)3.0 T2 singsword instrument [Ego] Arcane Power 21.0 - 29.4 Physical Uses 25% Cun, 90% Str Mastery Weapons Mastery Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 sound +9 acid On Crit: * splashes the target with acid This is a bardic weapon. While equipped: dps ---------- Mind.pwr +3 (+1 eff.) A two-handed sword that converts voice into sound. |
steel torque of thermal psionic shield [power 51] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick ash wand of clairvoyance [power 9] (5 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
3 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. |
Achievements
Level 10
Got a character to level 10.By Esca the Ogre Writhing One level 10
4th Flare 122nd year of Ascendancy at 05:20 see stats
The Arena
Unlocked Arena mode.By Esca the Ogre Writhing One level 8
4th Mirth 122nd year of Ascendancy at 18:42 see stats
The secret city
Discovered the truth about mages.By Esca the Ogre Writhing One level 12
14th Dusk 122nd year of Ascendancy at 05:59 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleporting circle to the surface here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
You give steel waraxe of daylight (15.5-21.7 power, 3 apr) to worm that walks (servant of Esca).
Esca deactivates Chaos Orbs.
Esca activates Chaos Orbs.
You give wizard's steel ring of clarity to worm that walks (servant of Esca).
Character control switched to worm that walks (servant of Esca).
Worm that walks (servant of Esca) wears (replacing acidic iron waraxe (10-14 power, 2 apr)): steel waraxe of daylight (15.5-21.7 power, 3 apr).
Worm that walks (servant of Esca) drops on the floor: acidic iron waraxe (10-14 power, 2 apr).
Worm that walks (servant of Esca) wears (replacing copper ring): wizard's steel ring of clarity.
Worm that walks (servant of Esca) drops on the floor: copper ring.
Worm that walks (servant of Esca) drops on the floor: spiked rough leather armour of acid resistance (1 def, 2 armour).
Character control switched to Esca.
Saving game...
Saving done.
Esca deactivates Chaos Orbs.
Worm that walks (servant of Esca) deactivates Infestation.
Worm that walks (servant of Esca) deactivates Worm that Walks Link.
Worm that walks (servant of Esca) deactivates Ruin.







































































































