











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Doomed Darkvision Fix 1.6.6NOTE: As of ToME version 1.7.3, this fix has been incorporated into the base game, and so should be deactivated/uninstalled. Tweaks LOS code for both NPCs and the player to properly and consistently respect Dark Vision when determining whether Creeping Darkness blocks sight. Targeting and projection now properly treat Creeping Darkness as transparent if you have Dark Vision, just like any other tile that can be seen through, eliminating awkward behavior when targeting diagonally and/or around corners. If you do not have Dark Vision, these tiles will be treated as opaque. Additionally, NPCs will properly be able to see and target through their own creeping darkness without hindrance. Similar effects to Creeping Darkness such as Cursed Miasma should also be corrected by this addon. This addon hard-overwrites engine and module functions. As such, I cannot fully guarantee compatibility or stability. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Select your Escorts 1.6.0Allows 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 1.6.7Official Expansion!Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 15 / 90% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 46 (base 41) |
| Cunning | 44 (base 33) |
Resources
| Life | 485/485 |
| Hate | 50/100 |
| Healing Factor | 1.382201009001 |
| Regeneration | 5.7361341873541 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 29 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +9% |
| Cold | +3% |
| All | 0% |
| Lightning | +11% |
| Light | +3% |
| Physical | +3% |
| Darkness | +9% |
| Mind | +9% |
| Nature | +20% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 9 |
| Physical Save | 23 |
| Spell Save | 24 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 3%( 72%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 28%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 38%( 85%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 16% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 50% |
| Knockback Resistance | 43% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 505% 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 Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 18%) for 4 turns. Power 1+: Nightwalker: +32 Darkness Resistance, +15% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 35% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 35% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 39 mind and 39 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 58 Mind damage, and deal 58 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+31% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (Misfortune) (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Curse of Misfortune Boost speed by 42% (based on Cunning). Uses 50 power out of 29/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Hetturador the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +9% arcane ----- def ----- Phys.save +6 (+3 eff.) 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 | Hanagodas the rough leather cap (Shrouds) (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Armour +5 Fatigue +1% Die.at -80.00 life ---------- misc Max.stam +20.00 Infravis +1 Curse of Shrouds A cap made of leather. |
| On hands | Spellhunt Remnants (Shrouds) (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Yarelar [power 23] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +5% ---------- misc Equi/ret +0.04 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of tenacity (Madness)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +23% Knockbk- +23% Curse of Madness Rings can have magical properties. |
| On fingers | Aeragarin the Woeslice (Corpses)0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% cold +9% darkness ----- def ----- Resists +22% lightning +3% blight +6% darkness +3% acid Spell.save +3 (+1 eff.) Curse of Corpses Rings can have magical properties. |
| Around neck | Splendourwedge0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +5% Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +11% mind Confus- +23% Amulets can have magical properties. |
| In main hand | Serpent's Glare (Shrouds) (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Shrouds Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 114.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Beleth (Nightmares)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +9% mind ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Nightmares A belt that goes around your waist. |
| In off hand | blooming vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Heal.mod +10% Heal/summ +13 ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Emevea the linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +9% cold Die.at -60.00 life Heal.mod +15% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of resilience (Corpses) (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +55.00 HP.reg +3.90 Heal.mod +11% Curse of Corpses A suit of armour made of leather. |
Inventory
wild infusion of the warrior (res 18%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 131; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of lightning (+24%) (Corpses)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Curse of Corpses Rings can have magical properties. |
Infernoworth the iron battleaxe (Nightmares) (11-16.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 11.0 - 16.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +4 fire On Hit: * 20% chance to reduce damage dealt by 22% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 fire Curse of Nightmares Massive two-handed battleaxes. |
slime-covered steel battleaxe (Corpses) (21-31.5 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Disrupt Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 54% Curse of Corpses Massive two-handed battleaxes. |
arcing iron greatmaul of phasing (Shrouds) (19-28.5 power, 11 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +11 Crit +0.5% Atk.spd 100% Phasing +14% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Shrouds Massive two-handed mauls. |
arcing iron greatsword of paradox (Corpses) (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +9% temporal Curse of Corpses Massive two-handed swords. |
balanced iron greatsword of massacre (Nightmares) (28-44.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 28.0 - 44.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +28% Curse of Nightmares Massive two-handed swords. |
iron greatsword of massacre (Corpses) (22.5-36 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Curse of Corpses Massive two-handed swords. |
Skullcleaver (Corpses) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe 'Ashzeal' (Nightmares) (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight +5 temporal On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +7% physical Acc +9 (+9 eff.) Apr +6 ----- def ----- Resists +5% temporal Blind- +10% Poison- +10% Disease- +15% Confus- +20% Curse of Nightmares One-handed war axes. |
honing mossy mindstar (Shrouds) (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% physical Res.pen +2% physical ----- def ----- Resists +2% physical ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shocking iron steamsaw of resilience (Corpses) (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: dps ---------- Melee+ 8 lightning Melee Ret 2 lightning ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Max.HP +45.00 ---------- misc Talents +1 Block Curse of Corpses 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! |
shocking voratun steamsaw of resilience (Corpses) (39-58.5 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego] Nature/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam While equipped: dps ---------- Melee+ 19 lightning Melee Ret 8 lightning ----- def ----- Armour +6 Defense +10 (+10 eff.) Fatigue +12% Max.HP +58.00 ---------- misc Talents +3 Block Curse of Corpses 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! |
Tulirahir (Corpses)4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Mind.crit +1% Crit.mult +10.00% Acc +9 (+9 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Curse of Corpses Longbows are used to shoot arrows at your foes. |
Frozenroar the ash longbow (Nightmares)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% mind +23% cold Res.pen +5% mind +9% all Acc +20 (+16 eff.) Apr +11 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Hettusta the ash longbow (Nightmares)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning +20 blight While equipped: Stats +5 Str dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +12% lightning ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
fungal steel steamgun of dampening (Corpses)4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Con ----- def ----- Resists +7% acid +8% lightning +7% cold +8% fire +3% all Spell.save +6 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Curse of Corpses Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of dampening (Madness)4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: ----- def ----- Resists +10% acid +8% lightning +8% fire +7% cold +2% all Spell.save +5 (+2 eff.) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots of amnesia (19/21, 24-28.8 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
shocking iron shield of cold resistance (+16%) (Misfortune) (0 def, 2 armour, 9.5-11.4 power, 19.5 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
flaming steel shield (Corpses) (0 def, 4 armour, 17-20.4 power, 41 block)7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego] Nature When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +41 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
mindwoven woollen robe of the mind (+14%) (Nightmares) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +14% mind ----- def ----- Resists +14% mind +9% all Mind.save +16 (+8 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour of acid resistance (Madness) (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +10% blight +11% nature +16% acid Curse of Madness A suit of armour made of leather. |
enlightening steel mail armour (Shrouds) (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Curse of Shrouds A suit of armour made of mail. |
steel mail armour of resilience (Shrouds) (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 Curse of Shrouds A suit of armour made of mail. |
stralite mail armour of command (Shrouds) (13 def, 12 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +12 Defense +13 (+12 eff.) Fatigue +12% Mind.save +10 (+5 eff.) Curse of Shrouds A suit of armour made of mail. |
Bloomsteel (Madness)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +26.00% Phys.pwr +3 (+2 eff.) Dmg.mod +3% nature ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Curse of Madness A belt that goes around your waist. |
noble's rough leather belt (Nightmares)1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +17% Summoned Curse of Nightmares A belt that goes around your waist. |
Frost Treads (Corpses) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
grounding pair of iron boots of strife (Corpses) (0 def, 3 armour)3.0 T1 feet armor [Ego+] Nature/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Curse of Corpses Blindside: Puts all charms on 25 cooldown Level 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 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. |
sand rough leather gloves (Madness) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets (Misfortune) (0 def, 2 armour)1.5 T2 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +3% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Gimira the linen wizard hat (Madness) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +6% temporal +1% physical +9% nature +5% arcane Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Madness A pointy cloth hat, very wizardly... |
Koreharabers the Freezemoon (Corpses) (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +3% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Borab' (Madness) (0 def, 5 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +6% temporal +3% mind +3% cold Mind.save +15 (+7 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
7 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. |
4 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. |
118 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. |
Blazemight2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% light Res.pen +25% acid On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Resists +3% light Phys.save +7 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Armiyon the Fogminister (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +25% darkness Melee Ret 6 darkness ----- def ----- Resists +6% darkness +9% fire Max.HP +20.00 ---------- misc Max.stam +16.00 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 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Infernosever the elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Cun dps ---------- Res.pen +15% fire Sting an enemy dealing 139 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doomed the Cornac Doomed level 10
1st Summertide 122nd year of Ascendancy at 11:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doomed the Cornac Doomed level 10
1st Summertide 122nd year of Ascendancy at 11:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doomed the Cornac Doomed level 6
78th Pyre 122nd year of Ascendancy at 15:40 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Unseen Force is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Doomed picks up (D.): Eden's Guile (Misfortune) (2 def, 1 armour).
Doomed picks up (Q.): Blazemight.
Lore found: Running man
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Eden's Guile (Misfortune)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 10 turns (stop reason: dialog is displayed).
New shimmer option unlocked: Eden's Guile (Misfortune)
Doomed wears (replacing Frost Treads (Corpses) (1 def, 4 armour)): Eden's Guile (Misfortune) (2 def, 1 armour).
Resting starts...
Doomed regains balance.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Rested for 27 turns (stop reason: hostile spotted to the north (deformed giant crystal rat)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (deformed giant crystal rat)).
Doomed deactivates Gesture of Pain.
Doomed deactivates Deflection.
Doomed deactivates Call Shadows.

































































































