










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
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: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 30 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 9th Mirth 122nd year of Ascendancy at 06:03 0 / 6Killed by corrupted orc archer at level 17 on the 53rd Haze 122nd year of Ascendancy at 09:07 Killed by skeleton warrior at level 19 on the 63rd Haze 122nd year of Ascendancy at 04:47 Killed by Gokira the ultimate teluvorta at level 28 on the 9th Dusk 123rd year of Ascendancy at 06:20 Killed by Gokira the ultimate teluvorta at level 28 on the 9th Dusk 123rd year of Ascendancy at 09:23 Killed by Betholrann the master vampire at level 29 on the 43rd Dusk 123rd year of Ascendancy at 11:36 |
Primary Stats
| Strength | 34 (base 22) |
| Dexterity | 47 (base 36) |
| Constitution | 21 (base 15) |
| Magic | 70 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 29 (base 19) |
Resources
| Life | 597/770 |
| Positive | 117/117 |
| Stamina | 57/232 |
| Vim | 10/131 |
| Healing Factor | 1.224804467222 |
| Regeneration | 3.9806145184715 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +119.41616685128% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 32.003878189685 |
| See Invisible | 31.003878189685 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 61 |
| Crit Chance | 28% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +10% |
| Temporal | +12% |
| Nature | +12% |
| Physical | +6% |
| Fire | +35% |
| All | 0% |
Offense: Damage Penetration
| Mind | +35% |
| Light | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 83.600425396475 (100%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 24 |
| Physical Save | 39 |
| Spell Save | 29 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 22%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 13%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 20% |
| Confusion Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 magical and mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 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 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Precise Strikes |
| talent | Horrifying Blows |
| talent | Chant of Fortress |
| talent | Abyssal Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by giant lightning ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 21. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * '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.' * You've found the needed sandworm tooth. | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of dwarven-steel boots 'Radiancemalice' (0 def, 20 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +20% light Melee Ret 4 light ----- def ----- Armour +20 Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+5 eff.) Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Globrema'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +9% lightning +3% light +6% nature Mind.save +5 (+3 eff.) ---------- misc Max.stam +20.00 Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Unrydig (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Dex +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +25 (+9 eff.) Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Cleanseblast [power 206] (8/13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +4% physical ---------- misc Stam/turn +2.00 Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 61.56 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Mayitira the Strikeminister0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% lightning Apr +2 Melee Ret 6 mind ----- def ----- Armour +6 Mind.save +7 (+4 eff.) Confus- +22% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | yew vilestaff 'Silyrelle' (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +9 (+3 eff.) Dmg.mod +12% temporal +20% fire Res.pen +10% mind Apr +4 Melee Ret 4 mind ----- def ----- Defense +25 (+6 eff.) Resists +2% physical Phys.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | 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 Unarmed combat: Power 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 42.19 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. |
| Main armor | Armarab the steel plate armour (20 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +9 Defense +20 (+5 eff.) Fatigue +22% Resists +6% lightning +9% fire +9% mind Die.at -80.00 life Max.HP +41.00 HP.reg +3.00 Heal.mod +13% Disease- +20% Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
| Cloak | thick cashmere cloak of mindcraft (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +4% ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Pitchblur the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Melee Ret 4 darkness ----- def ----- Resists +1% physical Die.at -80.00 life ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion of the psychic (heal 96; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. 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 nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -371; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -371 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 455 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
movement infusion of the wizard (speed 758%; cd 12)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 increase movement speed by 758% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, blight, mind, arcane, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 light, 4 blight, 5 mind, 4 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
cleansing gold amulet of mastery (0.25 Cunning / Survival)0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +15% nature +10% blight Poison- +26% Disease- +36% ---------- misc Masteries +0.25 Cunning/Survival Amulets make your neck look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
warrior's steel ring of blight (+13%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% blight ----- def ----- Armour +8 Resists +13% blight Rings make your fingers look great! |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+8 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Perseverance (138% power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
ranger's hardened leather sling of cunning (+5)4.0 T3 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +5 Cun +4 Dex dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
Lisygamina the pouch of dwarven-steel shots (34/34, 134% power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 134% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 34 Proj.spd +200% Ranged+ +12 arcane +20 physical On Hit.r1 +20 physical While equipped: ---------- misc Reload +7 Shots are used with slings to pummel your foes to death. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 26.57 to 33.21 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
stralite mail armour 'Ivema' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Mag +2 Wil +5 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +22% lightning Max.HP +127.00 HP.reg +8.00 Heal.mod +11% ---------- misc Equi/ret +0.08 A suit of armour made of mail. |
rough leather belt 'Ebonynoon'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% fire On Hit (Melee): * 10% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +24% acid Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Chutar the Phlegmlady (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% nature Res.pen +10% mind +5% arcane On Hit (Melee): * 10% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 16 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of hardened leather boots (0 def, 6 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Infravis +2 A pair of boots made of leather. |
voratun gauntlets 'Aeradudin' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Dex +5 Cun dps ---------- Spell.crit +7% Spell.pwr +12 (+4 eff.) Melee+ 10 mind Dmg.mod +8% mind ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% cold +9% mind Phys.save +9 (+3 eff.) Spell.save +3 (+1 eff.) Silence- +20% Pinning- +10% ---------- misc Mana/turn +0.26 Cooldown Double Strike -1 Unarmed combat: Power 140% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +20.0% Atk.spd 83% Melee+ +18 arcane On Crit.r2 +11 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Elemental Bolt 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 152.5 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
4 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rhugen the Chargedeath (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag dps ---------- Res.pen +10% cold ----- def ----- Resists +3% lightning ---------- misc Infravis +1 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
overpowered steel torque of clear mind [power 2] (8/29 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of psionic shield [power 75] (8/28 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Mardychik' [power 188] (8/13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% mind Melee Ret 6 mind ----- def ----- Phys.save +9 (+3 eff.) Mind.save +15 (+8 eff.) ---------- misc Psi/ret +0.04 Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Boomdringer the Cornac Doombringer level 27
73rd Pyre 123rd year of Ascendancy at 01:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Boomdringer the Cornac Doombringer level 12
58th Dusk 122nd year of Ascendancy at 11:58 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Boomdringer the Cornac Doombringer level 19
62nd Haze 122nd year of Ascendancy at 20:20 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Boomdringer the Cornac Doombringer level 29
36th Dusk 123rd year of Ascendancy at 05:13 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Boomdringer the Cornac Doombringer level 6
78th Pyre 122nd year of Ascendancy at 03:05 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Boomdringer the Cornac Doombringer level 30
65th Dusk 123rd year of Ascendancy at 04:31 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Boomdringer the Cornac Doombringer level 10
6th Mirth 122nd year of Ascendancy at 20:57 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Boomdringer the Cornac Doombringer level 20
63rd Haze 122nd year of Ascendancy at 05:03 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Boomdringer the Cornac Doombringer level 30
64th Dusk 123rd year of Ascendancy at 01:14 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Boomdringer the Cornac Doombringer level 27
36th Pyre 123rd year of Ascendancy at 19:03 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Boomdringer the Cornac Doombringer level 22
6th Regrowth 123rd year of Ascendancy at 18:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Boomdringer the Cornac Doombringer level 9
4th Mirth 122nd year of Ascendancy at 21:58 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Boomdringer the Cornac Doombringer level 29
35th Dusk 123rd year of Ascendancy at 15:46 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Boomdringer the Cornac Doombringer level 11
48th Dusk 122nd year of Ascendancy at 10:24 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Boomdringer the Cornac Doombringer level 22
62nd Regrowth 123rd year of Ascendancy at 05:11 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Boomdringer the Cornac Doombringer level 28
8th Flare 123rd year of Ascendancy at 15:39 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Boomdringer the Cornac Doombringer level 20
71st Haze 122nd year of Ascendancy at 10:06 see stats
Log
Boomdringer receives 2 healing from Devouring flames from Boomdringer.
Burning from Boomdringer hits Filio Flightfond for (6 absorbed), 0 fire (0 total damage).
Filio Flightfond activates a prepared device.
The shield around Boomdringer crumbles.
Talent Blinding Speed is ready to use.
Talent Detonating Charge is ready to use.
Talent Infusion: Healing is ready to use.
Talent Dig is ready to use.
Talent Fiery Aegis is ready to use.
Boomdringer uses Infusion: Healing.
Boomdringer is not crippled anymore.
Boomdringer receives 120 healing from Infusion: Healing.
Boomdringer activates his Cleanseblast!
Boomdringer receives 252 healing.
Boomdringer receives 2 healing from Devouring flames from Boomdringer.
Burning from Boomdringer hits Filio Flightfond for (7 absorbed), 0 fire (0 total damage).
Filio Flightfond casts Phase Door.
Resting starts...
Infusion: Healing is still on cooldown for 14 turns.
Infusion: Healing is still on cooldown for 13 turns.
Infusion: Healing is still on cooldown for 13 turns.
Infusion: Healing is still on cooldown for 13 turns.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 12 turns.
Boomdringer is not stunned anymore.
Infusion: Healing is still on cooldown for 11 turns.
Rested for 7 turns (stop reason: hostile spotted to the west (Filio Flightfond)).











































































































