









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official 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:
Ashes of Urh'Rok 1.5.0Official 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:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.10This 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 1.5.5Quality 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. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 20 / 6% |
| Size | big |
| Lifes / Deaths | Killed by Betyta the red crystal at level 13 on the 28th Dusk 122nd year of Ascendancy at 09:34 0 / 6Killed by Xanesenor the dremling at level 15 on the 77th Dusk 122nd year of Ascendancy at 02:28 Killed by war hound at level 16 on the 78th Dusk 122nd year of Ascendancy at 10:59 Killed by Saleba the king cobra at level 19 on the 14th Haze 122nd year of Ascendancy at 15:18 Killed by Ce'Nyssra the awoken tentacle tree at level 20 on the 18th Haze 122nd year of Ascendancy at 22:31 Killed by Ce'Nyssra the awoken tentacle tree at level 20 on the 18th Haze 122nd year of Ascendancy at 23:56 |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 60 (base 48) |
| Willpower | 51 (base 40) |
| Cunning | 17 (base 11) |
Resources
| Life | -276/348 |
| Mana | 222/335 |
| Paradox | 300 |
| Soul | 3/10 |
| Healing Factor | 1.1905405405405 |
| Regeneration | 0.29763513513514 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 29.28910250149 |
| See Invisible | 43.818758978591 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 19 |
| Crit Chance | 12% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Light | +34% |
| Darkness | +3% |
| Mind | +23% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +20% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 38 |
| Ranged Defense | 44 |
| Fatigue | 3 |
| Physical Save | 18 |
| Spell Save | 37 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 2%( 70%) |
| Blight | -6%( 70%) |
| Arcane | -14%( 70%) |
| Mind | + 8%( 70%) |
| All | -20%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 20%( 70%) |
| Fire | -14%( 70%) |
| Lightning | -13%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Pinning Resistance | 23% |
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 869% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Blurred Mortality |
| talent | Keen Senses |
| talent | Necrotic Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Caught by a tentacle from Ce'Nyssra the awoken tentacle tree that deals 180% tentacle damage and pulls you 1 space towards them each turn. Tentacle Constriction |
| beneficial effect | Reduces darkness damage received by 24%. Premonition Shield |
| detrimental effect | Huge cut that bleeds, doing 22.74 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 11 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its strength by 16 and doing 27.93 blight damage per turn. Weakness 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Horned Horror. * 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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emidatha the Ebonytouch (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +5% mind Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Defense +5 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +3% Resists +12% mind A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Daydredge (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +12% light Res.pen +15% light ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +6% blight +6% lightning Silence- +20% Disarm- +10% Knockbk- +20% A pointy cloth hat, very wizardly... |
| Tool | yew wand of clairvoyance 'Betemida' [power 11] (6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Mind.save +20 (+8 eff.) ---------- misc Equi/ret +0.12 Telepathy Demon/Minor Demon/Major Reveal the area around you, dispelling darkness (radius 11, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +25.00 Disarm- +23% Pinning- +23% Knockbk- +25% Rings can have magical properties. |
| On fingers | Malekan0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +3 Dex +2 Mag +2 Wil +6 Cun +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. |
| Around waist | Starbraze1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+2 eff.) Dmg.mod +12% light +6% acid Res.pen +5% light ----- def ----- Resists +3% light +3% acid Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Brightviper (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to blind While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Spell.pwr +15 (+5 eff.) Melee+ 20 arcane Dmg.mod +20% acid ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +6% blight Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Max.mana +40.00 Wards +2 acid Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sunknave the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Melee+ 5 fire Dmg.mod +3% fire On Hit (Melee): * 15% chance to blind ----- def ----- Armour +1 Resists +5% fire ---------- misc Vim/s.crit +3.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Wil +5 Mag ---------- misc Mana/turn +0.12 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Gath (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +4 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +5% arcane Phys.save +6 (+4 eff.) Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Salyleta the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Str +3 Mag +4 Wil dps ---------- Crit.mult +14.00% S.pwr/crit +5 Acc +8 (+4 eff.) Apr +14 ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Max.HP +30.00 ---------- misc Mana/turn +0.37 Max.mana +57.00 Amulets can have magical properties. |
Inventory
wild infusion of the psychic (resist 19%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 or physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 246 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 246 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
voratun battleaxe 'Bleakflash' (169% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Master Power 169% Range: 1.5x Uses 120% Str Dmg Temporal Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 111% On Hit.r1 +4 darkness While equipped: Stats +5 Dex dps ---------- Crit.mult +20.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind Res.pen +19% physical Acc +43 (+21 eff.) Apr +14 Melee Ret 8 blight ----- def ----- Defense +14 (+5 eff.) Disarm- +56% Massive two-handed battleaxes. |
iron waraxe 'Fireransom' (100% power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Arcane Power 100% Range: 1.4x Uses 100% Str Dmg Fire Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 temporal On Hit.r1 +8 fire On Crit.r2 +16 fire While equipped: dps ---------- Dmg.mod +6% fire +12% temporal Res.pen +10% fire Melee Ret 7 temporal ----- def ----- Resists +7% temporal One-handed war axes. |
balanced steel waraxe (109% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +22% One-handed war axes. |
dwarven-steel waraxe 'Arcwreath' (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 acid On Hit.r1 +4 lightning On Crit.r2 +4 lightning On Hit: * 53% chance to corrode armour by 30% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Res.pen +11% acid +8% physical Acc +9 (+4 eff.) Apr +9 On Hit (Melee): * 15% chance to inflict 15% damage reduction * 30% chance to daze at end of turn ----- def ----- HP.reg +1.40 One-handed war axes. |
iron dagger 'Glorynne' (98% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 99% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature +7 temporal While equipped: Stats +6 Dex +3 Con ---------- misc See.Invis +24 Sharp, short and deadly. |
Airlore the ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 On Hit.r1 +6 lightning On Crit.r2 +4 lightning On Hit: * 20% chance to blind * 40% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +18% physical Res.pen +21% physical ----- def ----- Resists +6% lightning ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
Shadefear of the Blightspawn (8 def, 8 armour, 76 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 12 nature On Melee Ret: * 26% chance to disease * 20% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +13% blight +19% lightning +3% darkness +13% nature Crit.dmg- 5.00% Spell.save +3 (+1 eff.) Die.at -40.00 life Max.HP +103.00 ---------- misc Talents +3 Block Handheld deflection devices. |
linen robe of protection (3 def, 3 armour)2.0 T1 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Phys.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Aeralrarekira' (3 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mov.spd +10% ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue -4% Die.at -40.00 life Max.HP +32.00 Pinning- +15% ---------- misc Stam/turn +0.30 Telepathy Demon/Major Humanoid/Orc Demon/Minor A pair of boots made of leather. |
Rhyrath the Glarepride (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Spell.crit +4% Crit.mult +11.00% Phys.pwr +6 (+6 eff.) Spell.pwr +16 (+5 eff.) Apr +5 ---------- misc Max.mana +40.00 Light +2 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 +4% blight Apr +5 Melee Ret 15 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zorkog the Cornac Necromancer level 10
8th Dusk 122nd year of Ascendancy at 23:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Zorkog the Cornac Necromancer level 18
6th Haze 122nd year of Ascendancy at 13:02 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zorkog the Cornac Necromancer level 10
8th Flare 122nd year of Ascendancy at 10:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Zorkog the Cornac Necromancer level 20
18th Haze 122nd year of Ascendancy at 20:41 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Zorkog the Cornac Necromancer level 9
8th Flare 122nd year of Ascendancy at 10:12 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Zorkog the Cornac Necromancer level 9
6th Mirth 122nd year of Ascendancy at 06:48 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Zorkog the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 13:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Zorkog the Cornac Necromancer level 16
78th Dusk 122nd year of Ascendancy at 18:51 see stats
Log
Zorkog feels pain again.
Raze hits Zorkog for 6 darkness, 5 darkness, 7 darkness (18 total damage).
Tentacle Constriction from Ce'Nyssra the awoken tentacle tree hits Zorkog for 86 darkness, 5 fire (91 total damage).
Bleeding from Ce'Nyssra the awoken tentacle tree hits Zorkog for 23 physical damage.
Zorkog hits Ce'Nyssra the awoken tentacle tree for 8 darkness damage.
Zorkog receives 13 healing.
Impending Doom from Zorkog hits Ce'Nyssra the awoken tentacle tree for 43 arcane damage.
Burning from Skeleton mage hits Ce'Nyssra the awoken tentacle tree for 20 fire damage.
Armoured skeleton warrior hits Ce'Nyssra the awoken tentacle tree for 23 physical, 4 nature, 4 temporal (32 total damage).
Ce'Nyssra the awoken tentacle tree casts Virulent Disease.
Zorkog is afflicted by a weakness disease!
Ghast hits Ce'Nyssra the awoken tentacle tree for 9 physical damage.
Zorkog stops regenerating health quickly.
Talent Phase Door is ready to use.
Raze hits Zorkog for 5 darkness, 12 darkness, 12 darkness, 5 darkness (34 total damage).
Weakness Disease from Ce'Nyssra the awoken tentacle tree hits Zorkog for 18 blight damage.
Tentacle Constriction from Ce'Nyssra the awoken tentacle tree hits Zorkog for 37 darkness, 9 fire (46 total damage).
Bleeding from Ce'Nyssra the awoken tentacle tree hits Zorkog for 15 physical damage.
Zorkog hits Ce'Nyssra the awoken tentacle tree for 8 darkness damage.
Zorkog receives 13 healing.
Zorkog casts Phase Door.
Select a target to teleport...
Select a teleport location...
Ce'Nyssra the awoken tentacle tree stops burning.
Armoured skeleton warrior hits Ce'Nyssra the awoken tentacle tree for 25 physical, 4 nature, 4 temporal (34 total damage).
Impending Doom from Zorkog hits Ce'Nyssra the awoken tentacle tree for 43 arcane damage.
Ce'Nyssra the awoken tentacle tree casts Bone Grab.
Saving game...












































































