











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Showing Items Tier in Inventory 1.7.2This 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Wanderer |
| Level / Exp | 19 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Islyma the sick wolf at level 17 on the 5th Haze 122nd year of Ascendancy at 18:17 4 / 1 |
Primary Stats
| Strength | 49 (base 43) |
| Dexterity | 16 (base 13) |
| Constitution | 54 (base 37) |
| Magic | 14 (base 12) |
| Willpower | 12 (base 12) |
| Cunning | 25 (base 12) |
Resources
| Life | 616/616 |
| Hate | 48/100 |
| Stamina | 154/154 |
| Healing Factor | 1.4097803169826 |
| Regeneration | 18.618551859886 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +93.999216260613% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 48 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| Darkness | +3% |
| Nature | +10% |
| Temporal | +18% |
| Acid | +6% |
| Arcane | +6% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +5% |
| Fire | +20% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 27 (35.65183292883%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 20 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 33%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 35%( 70%) |
| All | + 23%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 46%( 70%) |
| Lightning | + 26%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
| Pinning Resistance | 41% |
| Poison Resistance | 35% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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 Strength stat. |
| 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 magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery prowess | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 4/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Tireless Combatant | 1.00 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
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 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. | active |
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 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. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 |
Equipment
| On feet | Drusakan the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% physical Res.pen +5% mind Apr +1 ----- def ----- Armour +9 Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Murkzephyr,2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 2 acid ----- def ----- Resists +12% nature Max.HP +46.00 ---------- 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 | rough leather cap 'Poraba' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Poison- +10% Pinning- +10% Stun/Frz- +20% A cap made of leather. |
| On hands | Aeralelaith the Blindspiker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Crit.mult +5.00% Spell.pwr +25 (+11 eff.) Melee+ 7 mind Dmg.mod +4% mind +3% darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +6% light +7% darkness HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.50 Max.stam +10.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 47.83 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ce'Nima the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) Apr +1 ----- def ----- Resists +3% physical +6% fire +6% darkness +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Kilntitan0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane +12% temporal Res.pen +20% fire Melee Ret 4 arcane ----- def ----- Resists +3% lightning +12% temporal Rings make your fingers look great! |
| Around neck | Amonik the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +3% nature +12% temporal HP.reg +3.00 Pinning- +31% Knockbk- +28% ---------- misc Stam/turn +0.50 Light +1 Amulets make your neck look great! |
| In main hand | Bokeregogrim the steel mace (23-32 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Res.pen +10% acid Acc +5 (+2 eff.) ----- def ----- Resists +3% blight Die.at -20.00 life Blind- +10% Blunt and deadly. |
| Around waist | hardened leather belt 'Shockwrither'1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% lightning Acc +10 (+3 eff.) ----- def ----- Armour +8 Resists +4% physical Die.at -60.00 life Create a temporary shield that absorbs 284 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | reinforced steel shield of cold resistance (+15%) (0 def, 7 armour, 18-22 power, 86 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +86 While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Rhynarifang the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +6% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 16 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +10% blight +6% temporal +11% nature HP.reg +2.00 Heal.mod +11% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xuma the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% darkness +3% light +5% arcane +12% fire +10% mind +11% all Phys.save +13 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +47 (+16 eff.) Poison- +25% Disease- +30% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the titan (heal 249; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; mental; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
steel aquamarine ring0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con ----- def ----- Armour +2 Resists +14% acid +14% lightning +14% cold +13% fire +2% all Spell.save +12 (+6 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
Lisawe the iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Str +6 Wil +6 Con dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% darkness +1% physical Max.HP +20.00 ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
thought-forged iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Psionic Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 mind On Hit: * 16% chance to reduce all saves and defense by 16 While equipped: Stats +3 Cun +2 Wil Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon Reqs Dex 18 [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Baloyadir the steel mace (23-32 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 light Against +9% Undead On Hit: 20% Curse of Vulnerability 2 While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +3% mind +6% temporal Blunt and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Serpent's Glare (7-8 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+ +0.2% 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% 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 197.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
dragonbone starstaff 'Phoenixtrail' (30-36 power, 6 apr, light element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +7 (+2 eff.) Spell.pwr +31 (+13 eff.) Dmg.mod +30% light +6% fire Acc +9 (+3 eff.) ----- def ----- Defense +13 (+7 eff.) Resists +3% blight +3% cold +5% arcane +9% temporal HP.reg +1.50 Heal.mod +19% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 57.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
enhanced iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +4 Wil +4 Cun +4 Con One-handed war axes. |
hardened leather belt 'Runorain'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +13 Mag +6 Wil +1 Con dps ---------- Spell.crit +3% Phys.pwr +4 (+1 eff.) ----- def ----- Crit.chn- 15.00% Spell.save +9 (+5 eff.) ---------- misc Mana/turn +0.16 Max.mana +34.00 Light +1 See.Invis +6 Size +1 A belt that goes around your waist. |
rough leather belt 'Aronarildil'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% arcane +3% temporal Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Heal.mod +20% Confus- +10% Teleport- +10% A belt that goes around your waist. |
Nimbuspython the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Woeburst (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +3 (+1 eff.) Max.HP +20.00 Blind- +20% Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xodanne (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +5 Wil +1 Con dps ---------- Dmg.mod +23% lightning +8% physical +5% cold +11% acid Res.pen +15% mind ----- def ----- Resists +24% lightning +6% cold +16% acid +9% all Mind.save +3 (+1 eff.) ---------- misc See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing linen robe of the mountain (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +7% all +10% physical ---------- misc Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Searrigor (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% lightning Melee Ret 6 fire ----- def ----- Armour +1 Resists +5% arcane +9% fire Silence- +20% Confus- +23% Stun/Frz- +22% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 31.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Toruregochak (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Melee+ 6 light Dmg.mod +4% light Apr +1 ----- def ----- Armour +1 Resists +5% light ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arytha the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Dmg.mod +7% blight +7% arcane +9% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal Knockbk- +20% ---------- misc Psi/ret +0.16 A cap made of leather. |
Ce'Novena the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +4 Cun +2 Con dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +2 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Glibretta' (5 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +15 (+8 eff.) Melee Ret 6 arcane ----- def ----- Armour +6 Defense +5 (+3 eff.) Fatigue +4% Phys.save +6 (+2 eff.) Blind- +20% Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +7% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
8 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. |
178 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. |
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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lavazeal the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +6% nature Melee Ret 4 fire ----- def ----- Resists +11% nature +6% fire Crit.chn- 5.00% Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Singewither the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil +4 Cun dps ---------- Res.pen +10% fire ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +7% physical ---------- misc Light +3 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Dourveil' (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Fatigue -4% Resists +3% fire +9% light +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Glimmernaught' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +2 Mag +4 Cun ----- def ----- Fatigue -5% Crit.chn- 15.00% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Summertide Phial1.0 T1 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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Zytir the Tidewar2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +4% Dmg.mod +7% mind Melee Ret 4 cold ----- def ----- Resists +6% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Demonidol [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Wil dps ---------- Res.pen +10% darkness ---------- misc See.Invis +6 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 130 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
9 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. |
5 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Eaon the Cornac Wanderer level 16
63rd Dusk 122nd year of Ascendancy at 05:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Eaon the Cornac Wanderer level 10
3rd Flare 122nd year of Ascendancy at 10:11 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Eaon the Cornac Wanderer level 19
18th Haze 122nd year of Ascendancy at 05:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Eaon the Cornac Wanderer level 9
4th Mirth 122nd year of Ascendancy at 04:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Eaon the Cornac Wanderer level 9
6th Mirth 122nd year of Ascendancy at 00:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Eaon the Cornac Wanderer level 16
5th Haze 122nd year of Ascendancy at 06:13 see stats
Log
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, lightning element).
You gain 2.40 gold from the transmogrification of fungal cured leather sling of cunning (+3).
You gain 3.74 gold from the transmogrification of acidic steel mace of rage (14-20 power, 3 apr).
You gain 14.46 gold from the transmogrification of Elenychak the Blizzardbait (25-40 power, 2 apr).
You gain 3.90 gold from the transmogrification of truestriking steel greatmaul of massacre (40-61 power, 2 apr).
You gain 3.27 gold from the transmogrification of balanced steel battleaxe (20-29 power, 2 apr).
You gain 2.95 gold from the transmogrification of mindweaver's steel amulet of strength (+3).
You gain 2.10 gold from the transmogrification of shielding rune of the titan (absorb 365; dur 3; cd 18).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 19th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
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There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving done.
Saving game...
--------------------------------
Saving done.
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Shining Jewel creates: steel aquamarine ring
Eaon wears (replacing Amonik the steel amulet): wanderer's copper amulet.
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Eaon wears (replacing wanderer's copper amulet): Amonik the steel amulet.

































































































