











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster 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. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
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. Items Vault 1.7.0Donators/Buyers bonus! 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: Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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 Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 16 / 91% |
| Size | big |
| Lifes / Deaths | Killed by Eilinatira the warg at level 12 on the 36th Dusk 122nd year of Ascendancy at 09:50 2 / 3Killed by onilug at level 13 on the 59th Dusk 122nd year of Ascendancy at 14:24 Killed by Norgos, the Guardian at level 16 on the 79th Dusk 122nd year of Ascendancy at 20:58 |
Primary Stats
| Strength | 51 (base 39) |
| Dexterity | 16 (base 16) |
| Constitution | 17 (base 12) |
| Magic | 22 (base 20) |
| Willpower | 21 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | 85/568 |
| Stamina | 31/172 |
| Vim | 111/133 |
| Healing Factor | 1.192941519274 |
| Regeneration | 0.29823537981849 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 32 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Temporal | +6% |
| Mind | +3% |
| Physical | +3% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Physical | +6% |
| All | 0% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 14 |
| Physical Save | 26 |
| Spell Save | 32 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 44%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Pinning Resistance | 21% |
| Blind Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 330 damage for 4 turns. Its effects scale with your Strength 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 49 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 486% 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Share the Pain |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 |
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 |
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 |
Equipment
| On feet | pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +13% ---------- 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. |
| On head | iron helm 'Polimina' (15 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Armour +5 Defense +15 (+7 eff.) Fatigue +5% Resists +6% acid +6% temporal Spell.save +6 (+3 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Unarmed combat: Power 11.0 - 12.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of gale force 'Belarialenor' [power 155] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Str ---------- misc Light +2 Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to heal for 42. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Sunwedge0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% acid +12% fire +3% temporal +22% cold Spell.save +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +4 Str dps ---------- Dmg.mod +22% lightning ----- def ----- Resists +44% lightning +3% mind Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +22% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Growthwild (29-46 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 29.0 - 46.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 nature On Hit.r1 +7 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Massive two-handed swords. |
| Around waist | Ulfadohor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% nature +9% acid Mind.save +5 (+2 eff.) Max.HP +42.00 ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
| In off hand | Emibrena the steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 20% chance to reduce all saves and defense by 14 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Wil +2 Con dps ---------- Phys.crit +6.0% Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% temporal Disarm- +20% Sharp, short and deadly. |
| Cloak | Uragarion the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Spiderbolt' (11 def, 12 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Melee+ 6 fire Ranged+ 6 fire Dmg.mod +6% temporal Res.pen +5% nature +5% temporal ----- def ----- Armour +12 Defense +11 (+5 eff.) Fatigue +7% Resists +6% temporal +11% physical +10% fire Mind.save +22 (+9 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 106; 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 instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the duelist (heal 295; 15 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Salenne the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- S.pwr/crit +4 Dmg.mod +11% nature On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Resists +22% nature Rings make your fingers look great! |
balanced iron greatmaul of persecution (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt/Master Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +3 Wil dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed mauls. |
iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.40 cold damage and 6.87 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
arcing iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage Sharp, short and deadly. |
inquisitor's steel dagger of dampening (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Disrupt Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 29 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +7% acid +7% lightning +9% cold +9% fire +2% all Spell.save +5 (+2 eff.) Sharp, short and deadly. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe 'Nerilrakira' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Mag +10 Wil dps ---------- Dmg.mod +11% physical On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Resists +11% physical +3% light +9% all Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.22 Psi/turn +0.28 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Hanokalthodudir' (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +22.00 A suit of armour made of leather. |
troll-hide cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind Mind.save +11 (+5 eff.) Max.HP +42.00 HP.reg +5.20 Heal.mod +11% A suit of armour made of leather. |
impenetrable iron mail armour of acid resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Silema the Blizzardterror1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% cold +3% light +6% darkness Max.HP +30.00 A belt that goes around your waist. |
Pyrezeal the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Cun +6 Con dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Cyrabeth' (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% S.pwr/crit +4 Dmg.mod +11% lightning ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +16% lightning ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
3 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. |
8 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. |
6 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. |
4 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. |
10 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. |
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. |
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. |
167 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Betawyn the Dayhue (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.pwr +15 (+6 eff.) Res.pen +5% light Melee Ret 2 mind ---------- misc Max.hate +2.00 Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Weepparry the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Resists +9% lightning +6% fire Spell.save +9 (+4 eff.) Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Toruhir the Glowbrace [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 12% ----- def ----- Resists +6% mind ---------- misc Light +2 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Gilanarisakan' [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 23% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 197 Base Damage: 95 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By DoomOne the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 02:33 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DoomOne the Ogre Doombringer level 10
9th Flare 122nd year of Ascendancy at 14:57 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By DoomOne the Ogre Doombringer level 10
1st Dusk 122nd year of Ascendancy at 07:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DoomOne the Ogre Doombringer level 11
3rd Dusk 122nd year of Ascendancy at 16:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DoomOne the Ogre Doombringer level 11
19th Dusk 122nd year of Ascendancy at 02:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DoomOne the Ogre Doombringer level 14
64th Dusk 122nd year of Ascendancy at 01:15 see stats
Log
Talent Infusion: Movement is ready to use.
There is a way to the previous level here (press '' or right click to use).
You gain 1.65 gold from the transmogrification of voratun gauntlets of dexterity (+3) (0 def, 3 armour).
You gain 8.64 gold from the transmogrification of Relgiruildil the Blazevault (0 def, 3 armour).
You gain 9.40 gold from the transmogrification of pair of rough leather boots 'Nightquell' (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 0.69 gold from the transmogrification of miner's pair of rough leather boots (0 def, 3 armour).
You gain 23.79 gold from the transmogrification of Willowdredge the pair of rough leather boots (0 def, 1 armour).
You gain 7.54 gold from the transmogrification of linen cloak 'Lightninghack' (1 def, 6 armour).
You gain 1.32 gold from the transmogrification of impenetrable iron plate armour of lightning resistance (0 def, 13 armour).
You gain 3.82 gold from the transmogrification of enlightening steel mail armour (2 def, 6 armour).
You gain 1.12 gold from the transmogrification of iron mail armour of cold resistance (2 def, 4 armour).
You gain 1.21 gold from the transmogrification of cleansing iron mail armour (2 def, 4 armour).
You gain 8.45 gold from the transmogrification of cured leather armour of the wind (12 def, 4 armour).
You gain 7.65 gold from the transmogrification of Elodalle the Shimmerguile.
You gain 2.00 gold from the transmogrification of Bloomsoul (8-9 power, 13 apr, nature damage).
You gain 2.94 gold from the transmogrification of truestriking iron waraxe (10-14 power, 2 apr).
You gain 9.80 gold from the transmogrification of Beragofast (14-19 power, 3 apr).
You gain 4.20 gold from the transmogrification of caustic iron greatsword of massacre (23-37 power, 1 apr).
You gain 4.37 gold from the transmogrification of balanced stralite battleaxe (48-71 power, 3 apr).
You gain 3.88 gold from the transmogrification of balanced iron battleaxe of erosion (14-20 power, 1 apr).
You gain 11.55 gold from the transmogrification of ash vilestaff 'Dageldir' (18-22 power, 3 apr, darkness element).
You gain 2.44 gold from the transmogrification of shimmering elm magestaff of might (10-12 power, 2 apr, lightning element).
You gain 10.22 gold from the transmogrification of Belukor the elm vilestaff (10-12 power, 2 apr, blight element).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 22%; magical; dur 4; cd 10).
There is a way to the next level here (press '' or right click to use).
You feel very confident walking into this place.



































































































