









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ignore Race/Class Locks 1.7.0Modifies 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.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.7.4Official 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 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 39 / 12% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 47 (base 37) |
| Constitution | 24 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 90 (base 60) |
Resources
| Life | 593/593 |
| Insanity | 0/100 |
| Healing Factor | 1.9172674059367 |
| Regeneration | 39.208118451406 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.0658141036402E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 41 |
| Crit Chance | 42% |
| APR | 16 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +21% |
| Arcane | +40% |
| Cold | +12% |
| All | 0% |
| Darkness | +5% |
| Light | +3% |
| Temporal | +5% |
| Physical | +7% |
| Lightning | +30% |
Offense: Damage Penetration
| Darkness | +41% |
| Temporal | +41% |
| Physical | +38% |
| Mind | +38% |
| All | +33% |
Defense: Base
| Armour (hardiness) | 28.377726440467 (62.946778433524%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 26 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 27%( 74%) |
| Physical | + 14%( 74%) |
| Temporal | + 17%( 74%) |
| Fire | + 27%( 74%) |
| Arcane | + 17%( 74%) |
| Cold | + 17%( 74%) |
| All | + 12%( 74%) |
Defense: Immunities
| Stun Resistance | 30% |
| Silence Resistance | 70% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| 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 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower 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 621% 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. |
Class Talents
| Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Timethief | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Revelation |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Chaos Orbs |
| talent | Atrophy |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by barrow wight. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Saloriatta the giant spider. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed storm wyrm claw. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Vorosena the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +10 (+2 eff.) Dmg.mod +6% blight Phasing +10% Melee Ret 4 blight ----- def ----- Armour +1 Resists +7% fire +6% cold ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 A pair of boots made of leather. |
| Light source | Noonminister1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +20 (+5 eff.) S.pwr/crit +4 Dmg.mod +3% light Res.pen +8% all Apr +9 Melee Ret 2 light 14 fire ----- def ----- Resists +7% fire ---------- misc Light +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Vorewe the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% Phys.pwr +10 (+5 eff.) Spell.pwr +3 (+1 eff.) Res.pen +5% physical Apr +1 ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.12 Max.stam +10.00 A pointy cloth hat, very wizardly... |
| Tool | Salubeth the elm totem of healing [power 128] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% arcane ----- def ----- Defense +5 (+1 eff.) Resists +6% darkness Crit.chn- 15.00% Heal.mod +5% Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 15 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite quartz ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +73.00 HP.reg +11.00 Heal.mod +16% Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | gold ring 'Ragutogorn'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun ----- def ----- Armour +4 Defense +25 (+5 eff.) Crit.chn- 5.00% Die.at -40.00 life Heal.mod +20% Silence- +20% Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +8 Cun +7 Lck dps ---------- Against +21% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
| In main hand | dragonbone magestaff 'Zerekath' (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Con dps ---------- Phys.crit +8.0% Spell.crit +9% Phys.pwr +9 (+4 eff.) Spell.pwr +39 (+10 eff.) Dmg.mod +30% lightning Res.pen +5% mind Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Defense +15 (+3 eff.) Resists +3% fire +2% physical HP.reg +2.20 Heal.mod +39% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Rainslice (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Dmg.mod +15% blight +12% cold Acc +11 (+4 eff.) Melee Ret 8 blight ----- def ----- Armour +2 Fatigue +3% Resists +11% darkness Die.at -80.00 life ---------- misc Stam/turn +3.00 Infravis +2 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +9 Crit +16.0% Atk.spd 83% Melee+ +15 darkness On Crit: 10% Dominate 3 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 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 (+4 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 | Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Around neck | Toxinvice the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +5 Defense +20 (+4 eff.) Resists +5% arcane +6% temporal Res.Cap +4% all Phys.save +21 (+10 eff.) Max.HP +36.00 HP.reg +7.00 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 99; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 534%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 534% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 40; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +13 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +10 (+5 eff.) ---------- misc Mana/turn +0.22 Max.mana +28.00 Amulets make your neck look great! |
Aerymita the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Con ----- def ----- Defense +6 (+2 eff.) Resists +3% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 Rings make your fingers look great! |
Rainbender0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Dex +3 Mag +8 Cun +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+2 eff.) Dmg.mod +3% arcane +3% cold Res.pen +15% cold Acc +6 (+2 eff.) Rings make your fingers look great! |
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 4 tidal wave that expands slowly over 7 turns, dealing 10.61 cold and 10.14 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. |
stralite quartz ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 14 physical Ranged+ 13 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 23 On Hit (Ranged): * 13% chance to reduce all saves and defense by 23 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
warbringer's steel longsword of enduring (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Nature/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +8% physical ----- def ----- Max.HP +16.00 Disarm- +14% Sharp, long, and deadly. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
elven-wood vilestaff 'Radiancespar' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +37% Crit.mult +29.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness +15% light Res.pen +10% light ----- def ----- Resists +9% light ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Velatira1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Acc +5 (+2 eff.) Apr +1 Melee Ret 6 physical ----- def ----- Spell.save +5 (+3 eff.) Die.at -20.00 life Stun/Frz- +20% ---------- misc Size +1 A belt that goes around your waist. |
Fulumas (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +6% lightning Max.HP +32.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gymina (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +15% acid +7% physical On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Resists +5% arcane +9% acid ---------- misc Size +1 A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Starfist the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Mind.crit +2% Phys.pwr +4 (+2 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 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. |
437 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. |
5 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. |
6 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Elenumnir the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Mag +2 Wil dps ---------- Spell.crit +5% Mind.pwr +25 (+10 eff.) Dmg.mod +12% blight ---------- misc Max.mana +21.00 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
Iseriatha1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +10% Spell.pwr +4 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +8% blight +8% darkness Phys.save +13 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save +12 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
steel torque of mindblast 'Gloomburst' [power 150] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +9% darkness +5% arcane Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to heal for 43. Torques are made by powerful psionics to store psionic powers. |
Lisyda the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Apr +2 ----- def ----- Armour +8 ---------- misc Equi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
6 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. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 77 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
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. |
11 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. |
13 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 (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Atrri the Cornac Cultist of Entropy level 29
28th Haze 122nd year of Ascendancy at 14:58 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Atrri the Cornac Cultist of Entropy level 38
21st Regrowth 123rd year of Ascendancy at 14:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Atrri the Cornac Cultist of Entropy level 33
56th Haze 122nd year of Ascendancy at 11:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Atrri the Cornac Cultist of Entropy level 24
63rd Dusk 122nd year of Ascendancy at 21:33 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Atrri the Cornac Cultist of Entropy level 33
6th Allure 123rd year of Ascendancy at 08:52 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Atrri the Cornac Cultist of Entropy level 30
35th Haze 122nd year of Ascendancy at 17:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Atrri the Cornac Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 15:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Atrri the Cornac Cultist of Entropy level 20
40th Dusk 122nd year of Ascendancy at 22:49 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Atrri the Cornac Cultist of Entropy level 30
35th Haze 122nd year of Ascendancy at 16:12 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Atrri the Cornac Cultist of Entropy level 26
74th Dusk 122nd year of Ascendancy at 05:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Atrri the Cornac Cultist of Entropy level 10
4th Mirth 122nd year of Ascendancy at 11:22 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Atrri the Cornac Cultist of Entropy level 32
55th Haze 122nd year of Ascendancy at 17:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Atrri the Cornac Cultist of Entropy level 13
5th Dusk 122nd year of Ascendancy at 00:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Atrri the Cornac Cultist of Entropy level 23
57th Dusk 122nd year of Ascendancy at 11:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Atrri the Cornac Cultist of Entropy level 17
23rd Dusk 122nd year of Ascendancy at 13:58 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Atrri the Cornac Cultist of Entropy level 38
21st Regrowth 123rd year of Ascendancy at 10:35 see stats
Log
Atrri activates Atrophy.
Atrri deactivates Chaos Orbs.
Atrri activates Chaos Orbs.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Revelation
- Void Stars
- Twofold Curse
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
--------------------------------
Talent Command Staff is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 5.00 gold from the transmogrification of Quiver of Domination (14/20, 24-34 power, 8 apr).
You gain 5.48 gold from the transmogrification of exposing stralite shield of shrapnel (0 def, 8 armour, 44-52 power, 134.5 block).
You gain 8.57 gold from the transmogrification of crackling stralite shield of shrapnel (0 def, 8 armour, 44-53 power, 139.5 block).
You gain 4.98 gold from the transmogrification of voratun gauntlets of the nighthunter (0 def, 3 armour).
You gain 4.29 gold from the transmogrification of cruel elven-wood vilestaff (25-30 power, 5 apr, blight element).
You gain 4.75 gold from the transmogrification of elemental stralite mace of massacre (44-62 power, 5 apr).
You gain 6.88 gold from the transmogrification of balanced stralite longsword of crippling (34-47 power, 5 apr).
You gain 5.37 gold from the transmogrification of archmage's stralite amulet of magic (+9).
You gain 0.63 gold from the transmogrification of manasurge rune (regen 903% over 10 turns; mana 45; cd 17).
There is a The entry to the old tower of Dreadfell 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.
Today is the 22nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 23rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.







































































































