










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.4Official 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. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. ZOmnibus Addon Pack 1.7.4Combines 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: Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Embers of Rage 1.7.4Official Expansion!Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 26 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Ndasand the quasit at level 21 on the 43rd Dusk 122nd year of Ascendancy at 09:39 3 / 4Killed by shadow at level 22 on the 44th Dusk 122nd year of Ascendancy at 05:35 Killed by Lisiwen the sandworm at level 23 on the 53rd Dusk 122nd year of Ascendancy at 15:07 Killed by elven cultist at level 26 on the 76th Dusk 122nd year of Ascendancy at 14:41 |
Primary Stats
| Strength | 31 (base 14) |
| Dexterity | 20.912310004313 (base 46) |
| Constitution | 15 (base 12) |
| Magic | 57 (base 57) |
| Willpower | 11 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Mana | 306/306 |
| Vim | 1/167 |
| Life | -216/697 |
| Stamina | 116/222 |
| Steam | 100/100 |
| Healing Factor | 1.1460311219418 |
| Regeneration | 7.621106960913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12% |
| Spell | 0% |
| Global | +119.41616685128% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 56 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +5% |
| Temporal | +6% |
| Nature | +24% |
| Fire | +32% |
| All | 0% |
Offense: Damage Penetration
| Blight | +7% |
| Lightning | +10% |
| Cold | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.723073231957 (49.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 39 |
| Mental Save | 16 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 33%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 36%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Confusion Resistance | 29% |
| Teleport Resistance | 25% |
| Instadeath Resistance | 100% |
| Poison Resistance | 24% |
| Silence Resistance | 35% |
Inscriptions (4/4)
| 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 150 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. 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 501% 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 Dexterity stat. |
Class Talents
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| talent | Horrifying Blows |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 28 and doing 43.82 blight damage per turn. Decrepitude Disease |
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 successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | undeterred pair of dwarven-steel boots of deftness (7 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +12% ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +3% Silence- +35% Confus- +29% Stun/Frz- +31% Disengage: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 12/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 161.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 161.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Floewinnow (26 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +10% cold ----- def ----- Defense +26 (+9 eff.) Resists +6% cold Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 4.00% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A pointy cloth hat, very wizardly... |
| Tool | Urygorn the yew totem of healing [power 320] (7/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +12 Str +3 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Phys.save +9 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 cooldown 100% to heal for 78. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Rimepython the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +9% cold +6% temporal +24% fire Phys.save +5 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% Teleport- +25% Rings make your fingers look great! |
| On fingers | savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+5 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Ivygama'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +7% nature Res.pen +7% blight Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +7% nature Spell.save +8 (+3 eff.) Anom.red +15 Max.HP +67.00 ---------- misc Max.mana +51.00 Max.stam +28.00 Max.hate +13.00 Max.psi +23.00 Max.vim +22.00 Max.P.En +25.00 Max.N.En +26.00 Size +1 A belt that goes around your waist. |
| In main hand | infernal yew vilestaff of greater warding (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +22.00% Spell.pwr +13 (+5 eff.) Melee+ 19 fire Dmg.mod +20% fire ----- def ----- Armour +7 Defense +8 (+3 eff.) ---------- misc See.Invis +9 Wards +3 fire Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Bregykan' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Melee+ 5 acid 5 light Dmg.mod +4% acid +6% temporal +5% light Phasing +20% Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +2 Spell.save +7 (+2 eff.) ---------- misc Max.vim +30.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +3 Crit +3.0% Atk.spd 100% Dmg.conv 10% acid 10% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | verdant silk robe of life (0 def, 12 armour) 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +17% nature Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Resists +5% blight +13% all Max.HP +69.00 HP.reg +3.40 Heal.mod +10% Poison- +24% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Silytta (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 33% ----- def ----- Defense +7 (+3 eff.) Resists +3% temporal Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Floedare0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +5 Str dps ---------- Res.pen +10% cold Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 8 ----- def ----- Defense +10 (+4 eff.) Resists +10% physical +6% mind +8% cold Unseen.red 13% ---------- misc Stam/turn +0.70 Max.stam +16.00 Amulets make your neck look great! |
Inventory
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 49 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune (absorb 37; cd 14)0.1 rune scroll [Normal] Arcane 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 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 37 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Abyssvice0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +8% Crit.mult +5.00% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% physical +7% temporal +7% light +8% darkness Res.pen +5% fire ----- def ----- Resists +23% light +21% darkness Phys.save +17 (+8 eff.) Spell.save +22 (+7 eff.) Mind.save +10 (+7 eff.) Blind- +39% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Amulets make your neck look great! |
riftstone stralite amulet of constitution (+4)0.1 T4 amulet jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Resists +12% mind +7% temporal ---------- misc Psi/m.crit +2.00 Max.psi +9.00 Amulets make your neck look great! |
elven-wood starstaff 'Rainmalice' (31-37 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 31.0 - 37.2 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 +4% Spell.pwr +25 (+9 eff.) Dmg.mod +31% temporal +31% darkness +31% light +12% mind +31% physical Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 8 ----- def ----- Armour +7 Hardiness +10% Resists +3% nature +6% mind Phys.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood magestaff of invocation (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane 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 +4% Spell.pwr +20 (+7 eff.) S.pwr/crit +7 Dmg.mod +25% fire ----- def ----- Resists +11% darkness +9% temporal Def/telep +12 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 50.86 to 61.03 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Wildclash the dwarven-steel greatmaul (42-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 temporal +28 cold On Hit: * 20% chance to slow global speed by 33% While equipped: Stats +6 Str +4 Wil +6 Cun dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
elemental steel greatsword of the mystic (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 87 acid damage (1/turn) While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +13% acid Res.pen +17% acid Massive two-handed swords. |
Oakwrack the stralite mace (37-52 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Arcane Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: dps ---------- Dmg.mod +15% light Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Resists +18% blight +6% light +12% nature Blunt and deadly. |
chilling stralite mace of daylight (35-49 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 light +8 cold Against +21% Undead Blunt and deadly. |
enhanced stralite mace (36-50 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Nature Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +7 Mag +8 Wil +8 Cun +7 Con Blunt and deadly. |
stormbringer's dwarven-steel waraxe of crippling (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +23 lightning +17 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Mov.spd +32% Res.pen +14% lightning +12% cold One-handed war axes. |
truestriking stralite dagger of massacre (38-49 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +17 (+4 eff.) Apr +8 Sharp, short and deadly. |
flaming voratun dagger of evisceration (37-48 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +9 fire On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Sharp, short and deadly. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
flaming stralite shield of lightning resistance (+19%) (0 def, 8 armour, 134.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 5 fire ----- def ----- Armour +8 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
spellwoven Robe of the Worm of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +7% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Singewoe the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% arcane +27% fire Res.pen +25% arcane +11% all Melee Ret 4 arcane ----- def ----- Resists +9% fire +5% arcane +11% all Res.Cap +6% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elema (3 def, 4 armour) =Wa=9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +5 (+5 eff.) S.pwr/crit +6 ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +7% acid +5% cold ---------- misc Equi/ret +0.04 Breathe water A suit of armour made of leather. |
Starclamor the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% light Res.pen +25% light Melee Ret 10 mind ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +9% mind Mind.save +16 (+10 eff.) ---------- misc Light +3 A suit of armour made of leather. |
runecarved reinforced leather armour of Vandryr (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +8 (+3 eff.) Melee+ 12 arcane 12 physical Melee Ret 12 arcane 8 physical ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +17% arcane +15% physical A suit of armour made of leather. |
defiant stralite mail armour of temporal resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Psionic While equipped: Stats +5 Con +6 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +23% temporal Mind.save +18 (+11 eff.) A suit of armour made of mail. |
sanctified stralite mail armour of resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +12% acid +14% fire D.Red.from +9% Demon Max.HP +25.00 A suit of armour made of mail. |
impenetrable voratun mail armour of spell shielding (5 def, 23 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Arcane/Master While equipped: ----- def ----- Armour +23 Defense +5 (+2 eff.) Fatigue +12% Resists +7% arcane Spell.save +17 (+6 eff.) A suit of armour made of mail. |
prismatic voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +22% fire +14% light +14% darkness A suit of armour made of mail. |
Mayylravea (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +3% acid +3% darkness Die.at -20.00 life Disarm- +10% Stun/Frz- +10% Knockbk- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestoath the rough leather cap (0 def, 1 armour) =Wa=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Res.pen +10% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Max.hate +6.00 Breathe water A cap made of leather. |
thaloren dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% blight Mind.save +8 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 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. |
3 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. |
5 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
63 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. |
Anedin2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +15% physical Melee Ret 11 mind ----- def ----- Resists +5% mind Die.at -20.00 life ---------- 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Adodalaith (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% fire +10% nature +5% arcane Phys.save +3 (+2 eff.) Max.HP +20.00 HP.reg +4.00 ---------- misc Hate/m.crit +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doombringer the Cornac Doombringer level 13
3rd Dusk 122nd year of Ascendancy at 17:42 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Doombringer the Cornac Doombringer level 24
59th Dusk 122nd year of Ascendancy at 22:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Doombringer the Cornac Doombringer level 26
76th Dusk 122nd year of Ascendancy at 14:30 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Doombringer the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 22:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doombringer the Cornac Doombringer level 10
10th Mirth 122nd year of Ascendancy at 07:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Doombringer the Cornac Doombringer level 20
40th Dusk 122nd year of Ascendancy at 08:58 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Doombringer the Cornac Doombringer level 22
44th Dusk 122nd year of Ascendancy at 17:39 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Doombringer the Cornac Doombringer level 25
63rd Dusk 122nd year of Ascendancy at 05:44 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Doombringer the Cornac Doombringer level 21
42nd Dusk 122nd year of Ascendancy at 12:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doombringer the Cornac Doombringer level 10
10th Mirth 122nd year of Ascendancy at 07:39 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Doombringer the Cornac Doombringer level 25
68th Dusk 122nd year of Ascendancy at 01:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Doombringer the Cornac Doombringer level 13
2nd Flare 122nd year of Ascendancy at 23:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Doombringer the Cornac Doombringer level 24
60th Dusk 122nd year of Ascendancy at 00:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Doombringer the Cornac Doombringer level 18
30th Dusk 122nd year of Ascendancy at 05:51 see stats
Log
Elven cultist is fully armored again.
Elven cultist is free from the illness.
Elven cultist is not stunned anymore.
Burning from Doombringer hits Elven cultist for 52 fire damage.
Doombringer receives 2 healing from Devouring flames from Doombringer.
Lava floor heals Doombringer!
Doombringer receives 59 healing.
Lava floor heals Something!
Something misses Doombringer.
Something receives 54 healing from Doombringer.
Doombringer's shakes the fear off.
Doombringer seems more focused.
Decrepitude Disease from Elven cultist hits Doombringer for (2 abyssal shield), 21 blight (21 total damage).
Doombringer receives 2 healing from Devouring flames from Doombringer.
Lava floor heals Doombringer!
Doombringer receives 59 healing.
Lava floor heals Something!
Something misses Doombringer.
Something receives 54 healing from Doombringer.
Doombringer's seems less tough.
Doombringer deactivates Fearscape.
Lava floor heals Doombringer!
Decrepitude Disease from Elven cultist hits Doombringer for 23 blight damage.
Doombringer receives 59 healing.
You are brought back from the Fearscape!
Resting starts...
Rested for 1 turns (stop reason: taken damage).
























































































































