










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | 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. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.6.0Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. 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: Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.6.0Official 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:
FlexSpec Respec Limitation Relaxer 1.5.5(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Dread Necromancer 1.6.1The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Better Item Description 1.6.0This 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 Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 31 / 88% |
| Size | big |
| Lifes / Deaths | Killed by rogue at level 7 on the 79th Pyre 122nd year of Ascendancy at 02:34 / 30Killed by Neramina the rogue at level 13 on the 3rd Summertide 122nd year of Ascendancy at 07:21 Killed by Glimiwyn the cave bear at level 15 on the 4th Flare 122nd year of Ascendancy at 16:12 Killed by crawlers 31 at level 15 on the 4th Flare 122nd year of Ascendancy at 18:31 Killed by Emelatta the giant eel at level 18 on the 7th Flare 122nd year of Ascendancy at 00:06 Killed by Emeladhekira the water imp at level 18 on the 7th Flare 122nd year of Ascendancy at 04:58 Killed by Polarann the giant netherworm at level 19 on the 7th Flare 122nd year of Ascendancy at 16:53 Killed by Weirdling Beast at level 19 on the 9th Flare 122nd year of Ascendancy at 02:44 Killed by Weirdling Beast at level 19 on the 9th Flare 122nd year of Ascendancy at 04:07 Killed by Weirdling Beast at level 19 on the 9th Flare 122nd year of Ascendancy at 06:46 Killed by Poloda the snow giant at level 21 on the 9th Dusk 122nd year of Ascendancy at 05:11 Killed by aether beam at level 21 on the 9th Dusk 122nd year of Ascendancy at 20:15 Killed by crawlers 31 at level 23 on the 12nd Dusk 122nd year of Ascendancy at 17:10 Killed by Isulelaith the sandworm at level 25 on the 36th Dusk 122nd year of Ascendancy at 05:07 Killed by Betherin the ogre mauler at level 26 on the 47th Dusk 122nd year of Ascendancy at 02:51 Killed by flame turret at level 26 on the 47th Dusk 122nd year of Ascendancy at 09:02 Killed by Bethunor the mean looking elven guard at level 26 on the 47th Dusk 122nd year of Ascendancy at 10:34 Killed by Xoba the elven cultist at level 26 on the 47th Dusk 122nd year of Ascendancy at 11:38 Killed by Veluna the elven guard at level 27 on the 48th Dusk 122nd year of Ascendancy at 00:11 Killed by Polarenne the elven cultist at level 27 on the 48th Dusk 122nd year of Ascendancy at 02:04 Killed by elven cultist at level 27 on the 48th Dusk 122nd year of Ascendancy at 03:49 Killed by elven blood mage at level 27 on the 48th Dusk 122nd year of Ascendancy at 19:56 Killed by elven blood mage at level 27 on the 48th Dusk 122nd year of Ascendancy at 21:37 Killed by elven blood mage at level 28 on the 49th Dusk 122nd year of Ascendancy at 06:32 Killed by Betenne the elven cultist at level 29 on the 50th Dusk 122nd year of Ascendancy at 02:19 Killed by elven cultist at level 29 on the 50th Dusk 122nd year of Ascendancy at 06:22 Killed by Aerytira the elven tempest at level 29 on the 50th Dusk 122nd year of Ascendancy at 09:20 Killed by Lisyratira the elven elite warrior at level 29 on the 50th Dusk 122nd year of Ascendancy at 11:02 Killed by Ce'Nekira the skeleton magus at level 29 on the 62nd Dusk 122nd year of Ascendancy at 03:11 Killed by Voruriawe the skeleton warrior at level 30 on the 63rd Dusk 122nd year of Ascendancy at 11:44 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 109 (base 60) |
| Willpower | 78 (base 60) |
| Cunning | 31 (base 12) |
Resources
| Life | 382/382 |
| Mana | 492/492 |
| Healing Factor | 1.0405405405406 |
| Regeneration | 3.9020270270271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 4 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +21% |
| Physical | +7% |
| Lightning | +9% |
| Arcane | +100% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +50% |
| Light | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 51 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 12%( 70%) |
| Arcane | + 46%( 70%) |
| Darkness | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 462.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 820% for 10 turns (71 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Aether | 1.70 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Arcane Shield |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Pure Aether |
| talent | Shielding |
| talent | Spellcraft |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Gloremira the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Bethyyariann the skeleton warrior. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 496. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed red crystal shard. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | pair of hardened leather boots 'Layyreba' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+3 eff.) Dmg.mod +7% physical Res.pen +5% blight ----- def ----- Armour +7 Resists +3% physical Phys.save +12 (+6 eff.) ---------- misc Max.mana +20.00 Size +1 A pair of boots made of leather. |
| Light source | Armeduyakath the Strikeshear2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +6% light +18% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness +12% temporal Affinity +5% light ---------- misc Light +5 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 4 turns and lighting up the area. All enemies effected will take 241.92 light damage. At talent level 3 you gain 38% light, darkness, and fire resistance for 4 turns. The damage done and resistances 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. |
| On head | Shinereaper the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +9 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% light +12% fire ----- def ----- Defense +3 (+2 eff.) Shield.pwr +11% Spell.save +11 (+4 eff.) HP.reg +3.50 ---------- misc Light +3 A pointy cloth hat, very wizardly... |
| Tool | Kindlereaper the elven-wood totem of thorny skin [power 68] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +30 (+9 eff.) Melee Ret 6 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Harden the skin for 7 turns increasing armour by 68 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's steel ring of arcana (+0.16/turn)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Silence- +25% ---------- misc Mana/turn +0.16 Rings can have magical properties. |
| On fingers | The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- 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." |
| Around waist | spiritwalker's hardened leather belt of shielding1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Armour +8 ---------- misc Mana/turn +0.20 Max.mana +27.00 Create a temporary shield that absorbs 257 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
| On hands | Dayriver (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +8% arcane +15% acid Res.pen +10% light +10% temporal On Hit (Melee): * 20% chance to reduce armor by 45% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +9% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | spellcowled linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +12 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eilinilaith the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +30 (+12 eff.) Dmg.mod +18% arcane ----- def ----- Defense +25 (+13 eff.) Phys.save +6 (+3 eff.) ---------- misc Masteries +0.34 Spell/Ice Amulets can have magical properties. |
Inventory
a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
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 17.86 cold and 19.11 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. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Gilagar the stralite dagger (25.5-33.15 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Master Power 25.5 - 33.1 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 blight On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +6 Cun +1 Wil dps ---------- Phys.crit +16.0% Crit.mult +21.00% Phys.pwr +11 (+5 eff.) S.pwr/crit +2 Dmg.mod +9% physical Acc +17 (+16 eff.) Apr +10 Sharp, short and deadly. |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
acidic voratun steamsaw of cold resistance (+16%) (39-58.5 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +92 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +16% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 90 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
4 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. |
210 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) 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 (+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. |
Lisytha the Dazzleveil (dig speed 4 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Dmg.mod +9% light ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +8% fire +7% darkness +10% physical Max.HP +24.00 ---------- misc Max.stam +20.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
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. |
elemental pouch of stralite shots of crippling (21/21, 43-51.6 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego++] Arcane/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 On Hit: * Create an explosion dealing 137 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
5 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +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. |
6 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
A View From The Gallery (Exploration mode)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By crawlers 31 the Cornac Archmage level 24
14th Dusk 122nd year of Ascendancy at 05:16 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By crawlers 31 the Cornac Archmage level 20
9th Flare 122nd year of Ascendancy at 10:37 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By crawlers 31 the Cornac Archmage level 21
9th Dusk 122nd year of Ascendancy at 06:36 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By crawlers 31 the Cornac Archmage level 23
12nd Dusk 122nd year of Ascendancy at 18:22 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By crawlers 31 the Cornac Archmage level 20
9th Flare 122nd year of Ascendancy at 08:26 see stats
Level 10 (Exploration mode)
Got a character to level 10.By crawlers 31 the Cornac Archmage level 10
5th Mirth 122nd year of Ascendancy at 04:30 see stats
Level 20 (Exploration mode)
Got a character to level 20.By crawlers 31 the Cornac Archmage level 20
9th Flare 122nd year of Ascendancy at 07:42 see stats
Level 30 (Exploration mode)
Got a character to level 30.By crawlers 31 the Cornac Archmage level 30
62nd Dusk 122nd year of Ascendancy at 10:27 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By crawlers 31 the Cornac Archmage level 20
9th Flare 122nd year of Ascendancy at 10:37 see stats
Orbituary (Exploration mode)
Stabilized the Abashed Expanse to maintain it in orbit.By crawlers 31 the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:58 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By crawlers 31 the Cornac Archmage level 20
8th Dusk 122nd year of Ascendancy at 05:19 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By crawlers 31 the Cornac Archmage level 20
9th Flare 122nd year of Ascendancy at 10:37 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By crawlers 31 the Cornac Archmage level 9
3rd Mirth 122nd year of Ascendancy at 15:45 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By crawlers 31 the Cornac Archmage level 20
9th Flare 122nd year of Ascendancy at 10:37 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By crawlers 31 the Cornac Archmage level 23
12nd Dusk 122nd year of Ascendancy at 07:48 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By crawlers 31 the Cornac Archmage level 15
2nd Flare 122nd year of Ascendancy at 03:03 see stats
Log
You gain 3.57 gold from the transmogrification of mighty hardened leather sling of acid.
You gain 11.24 gold from the transmogrification of enhanced cured leather sling of enduring.
You gain 3.77 gold from the transmogrification of vined mindstar of frost (6-6.6 power, 18 apr, nature damage).
You gain 2.14 gold from the transmogrification of nature's mossy mindstar of resolve (2-2.2 power, 12 apr, nature damage).
You gain 8.10 gold from the transmogrification of plaguebringer's stralite longsword of crippling (30.5-42.7 power, 5 apr).
You gain 1.20 gold from the transmogrification of arcing steel longsword of massacre (25-35 power, 3 apr).
You gain 5.54 gold from the transmogrification of ranger's yew longbow of true flight.
You gain 0.75 gold from the transmogrification of dwarven-steel greatsword (34-54.4 power, 2 apr).
You gain 5.53 gold from the transmogrification of balanced dwarven-steel greatsword of erosion (38-60.8 power, 2 apr).
You gain 25.00 gold from the transmogrification of Sleetwild (28.5-42.75 power, 2 apr).
You gain 4.53 gold from the transmogrification of truestriking stralite dagger of massacre (36.5-47.45 power, 9 apr).
You gain 18.40 gold from the transmogrification of steel battleaxe 'Fogwish' (34-51 power, 2 apr).
You gain 5.39 gold from the transmogrification of dwarven-steel battleaxe of evisceration (28.5-42.75 power, 2 apr).
You gain 19.03 gold from the transmogrification of Shiverbrand.
You gain 16.99 gold from the transmogrification of Betynor the Scorchmistress.
You gain 2.00 gold from the transmogrification of ethereal rune of the titan (power 12; resist 31%; move 42%; dur 5; cd 22).
You gain 1.66 gold from the transmogrification of blink rune (range 4; phase 13; cd 13).
You gain 2.10 gold from the transmogrification of acid wave rune of the wizard (damage 415; dur 4; cd 20).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; mental; dur 3; cd 15).
You gain 2.02 gold from the transmogrification of movement infusion of the warrior (speed 633%; cd 16).
You gain 1.52 gold from the transmogrification of movement infusion (speed 444%; cd 8).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
Crawlers 31 deactivates Disruption Shield.
Crawlers 31 deactivates Arcane Shield.
Crawlers 31 deactivates Pure Aether.
Crawlers 31 deactivates Arcane Power.
Crawlers 31 deactivates Shielding.
Crawlers 31 deactivates Spellcraft.















































































