











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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. Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 20 / 12% |
| Size | big |
| Lifes / Deaths | Killed by Nerawyn the forest troll at level 4 on the 78th Pyre 122nd year of Ascendancy at 01:44 3 / 2Killed by Gloryrissra the deformed wolf at level 16 on the 44th Dusk 122nd year of Ascendancy at 18:59 |
| Antimagic | Follower |
Primary Stats
| Strength | 63 (base 48) |
| Dexterity | 15 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 47 (base 41) |
| Cunning | 19 (base 10) |
Resources
| Life | 599/599 |
| Hate | 44/100 |
| Equilibrium | 30 |
| Healing Factor | 1.0513548133748 |
| Regeneration | 7.6223223969672 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 31 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 31 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +3% |
| Physical | +11% |
| Cold | +3% |
| All | 0% |
| Darkness | +6% |
| Light | +3% |
| Fire | +12% |
| Lightning | +15% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.08934837382 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 14 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Physical | + 10%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 57% |
| Fear Resistance | 37% |
| Disarm Resistance | 10% |
| Poison Resistance | 46% |
| Knockback Resistance | 77% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -535 life. The duration and life will increase by 1% for every 1% life you have lost (currently 535 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Savage Hunter |
| talent | Stalk |
| talent | Cleave |
| talent | Antimagic Shield |
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Holar the Thunderknight (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% lightning ----- def ----- Armour +5 Fatigue +2% ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Koldir'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +15 (+7 eff.) Resists +3% nature Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | NOTE: | MT | OOP:15Sootbreeze the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical Res.pen +5% darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal +11% physical Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
| On hands | Porebrelrada (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +6 Dex +3 Cun dps ---------- Melee+ 7 acid Dmg.mod +3% acid +3% blight ----- def ----- Armour +2 Resists +6% acid +3% blight Phys.save +7 (+3 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Cooldown Double Strike -1 Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Set Up 3 On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
| On fingers | Aromirin the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Wil +4 Cun +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +6% acid +12% fire ----- def ----- Resists +6% darkness +24% fire +5% arcane +3% nature Rings can have magical properties. |
| On fingers | rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
| Around neck | Umbranaught0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +4 Str dps ---------- Dmg.mod +6% darkness +3% cold Melee Ret 6 darkness ----- def ----- Resists +14% blight +14% fire +17% nature +13% cold Poison- +26% Disease- +20% Amulets can have magical properties. |
| In main hand | dwarven-steel longsword 'Tempestobsidian' (126% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 126% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 darkness +4 lightning Against +12% Living On Hit.r1 +12 mind While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% * 20 arcane resource burn ----- def ----- Resists +5% arcane +6% nature Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Dawnrupture (134% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 light On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 mind ----- def ----- Resists +9% mind ---------- misc Light +2 One-handed war axes. |
| Cloak | NOTE: | Armor |linen cloak 'Ce'Neta' (1 def, 12 armour) 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +12 Defense +1 (+0 eff.) Resists +3% mind +12% cold Disarm- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Airjam the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% acid Melee Ret 8 lightning On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +11 Fatigue +22% Resists +6% lightning Max.HP +34.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the wizard (speed 424%; cd 10)0.1 infusion scroll [Ego] 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 increase movement speed by 424% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 25%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the psychic (res 24%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the psychic (res 24%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] 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 cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the titan (res 19%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
NOTE: | | RespenZubudavena 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical Apr +1 Melee Ret 4 acid ----- def ----- Fatigue -5% Resists +6% temporal +6% cold HP.reg +2.00 Amulets can have magical properties. |
NOTE: D | | Litecopper amulet 'Tundraquarry' 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +2 Wil dps ---------- Res.pen +5% cold ---------- misc Light +2 Amulets can have magical properties. |
NOTE: C |copper amulet of constitution (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
NOTE: FoodEremidotir the steel ring 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +8 (+4 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Fatigue -5% Silence- +28% ---------- misc Max.enc +20 Mana/turn +0.13 Rings can have magical properties. |
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 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.68 cold and 15.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
Daybutcher the dwarven-steel greatmaul (152% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +23 mind On Crit.r2 +12 mind On Hit: * 16% chance to reduce all saves and defense by 22 While equipped: Stats +5 Cun +6 Wil dps ---------- Dmg.mod +12% light Res.pen +10% mind ----- def ----- Resists +12% mind +3% light Massive two-handed mauls. |
iron longsword 'Yvonn' (101% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Phasing +20% Melee+ +5 darkness Against +7% Living While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% physical Acc +5 (+2 eff.) ---------- misc Max.stam +20.00 Sharp, long, and deadly. |
dwarven-steel longsword 'Icespike' (135% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +12 cold While equipped: Stats +1 Dex +6 Mag dps ---------- On Hit (Melee): * 10% chance to reduce armor by 9% ---------- misc Light +3 Sharp, long, and deadly. |
dwarven-steel waraxe of amnesia (125% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Lustrespawn1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% acid +6% temporal +3% darkness +3% blight +9% fire +3% light Max.HP +33.00 A belt that goes around your waist. |
NOTE: | | Unsaverough leather belt 'Stormrupture' 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% mind +12% fire Res.pen +10% mind Melee Ret 4 mind 2 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Velemina the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Melee Ret 2 acid ----- def ----- Armour +1 Resists +6% blight +6% fire +5% cold A pair of boots made of leather. |
NOTE: Fooddrakeskin leather gloves 'Polawyn' (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +7 Wil +8 Cun dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 11 lightning Dmg.mod +7% lightning Acc +5 (+2 eff.) ----- def ----- Armour +3 Resists +9% lightning +6% light +20% darkness ---------- misc Psi/ret +0.08 Max.hate +2.00 Infravis +4 Unarmed combat: Power 132% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +17.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +12 lightning +30 light +23 darkness On Hit: 10% Lightning Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Silanne' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +6% temporal +15% cold Die.at -60.00 life Confus- +10% Pinning- +10% A pointy cloth hat, very wizardly... |
NOTE: WBrough leather cap 'Eclipseshaper' (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +7% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Breathe water A cap made of leather. |
7 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. |
9 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. |
9 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
3 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. |
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. |
179 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. |
Galonarirethad2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% physical Phys.save +9 (+4 eff.) Die.at -20.00 life Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Manathel the Eclipsekarma2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% acid +3% darkness On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Max.HP +40.00 ---------- misc Light +3 Infravis +1 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. |
NOTE: | Ltng | HPYvotira 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +18% lightning Max.HP +44.00 ---------- misc Psi/ret +0.16 Hate/m.crit +1.00 Max.psi +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 29 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. |
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 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. |
Samiradar the Demonwyrd [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ---------- misc See.Invis +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of mindblast [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
NOTE: C |Poluwen the elm totem of summon tentacle [power 100] (25 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) ---------- misc Stam/turn +3.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 0 All Resist: 6 Puts all charms on 25 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 404] (19 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By TRB the Krog Cursed level 15
22nd Dusk 122nd year of Ascendancy at 02:41 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By TRB the Krog Cursed level 8
7th Mirth 122nd year of Ascendancy at 16:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By TRB the Krog Cursed level 10
4th Flare 122nd year of Ascendancy at 23:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By TRB the Krog Cursed level 20
63rd Dusk 122nd year of Ascendancy at 03:59 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By TRB the Krog Cursed level 16
44th Dusk 122nd year of Ascendancy at 18:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By TRB the Krog Cursed level 7
1st Mirth 122nd year of Ascendancy at 13:34 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By TRB the Krog Cursed level 15
35th Dusk 122nd year of Ascendancy at 19:24 see stats
Log
Saving done.
Bought: healing infusion of the warrior (heal 169; cd 11) for 30.79 gold.
You have no more inscription slots.
You are now inscribed with Infusion: Healing.
Infusion: Healing is still on cooldown for 11 turns.
You gain 1.12 gold from the transmogrification of healing infusion of the titan (heal 75; cd 15).
Talent Infusion: Healing is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 1st Time of Equilibrium of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 1st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 2nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 3rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Saving done.
Today is the 4th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
TRB deactivates Cleave.
TRB deactivates Stalk.
TRB deactivates Antimagic Shield.
TRB deactivates Savage Hunter.




























































































