











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 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 Auto-explore and Rest 1.6.5Quality 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. 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 | Krog |
| Class | Mindslayer |
| Level / Exp | 20 / 48% |
| Size | big |
| Lifes / Deaths | Killed by Isluratira the brown bear at level 18 on the 22nd Haze 122nd year of Ascendancy at 13:31 3 / 2Killed by Emelerira the hornet swarm at level 20 on the 35th Haze 122nd year of Ascendancy at 12:54 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 71 (base 48) |
| Cunning | 53 (base 38) |
Resources
| Life | 536/536 |
| Equilibrium | 0 |
| Psi | 181/181 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 2.4804374338064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 47 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Nature | +18% |
| Darkness | +6% |
| Lightning | +11% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +21% |
| Blight | +16% |
| Nature | +36% |
| Acid | +31% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 2 |
| Physical Save | 39 |
| Spell Save | 36 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 57%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
| Stun Resistance | 96% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.49 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | done |
Equipment
| Psionic focus | steel greatmaul 'Hettarion' (28-42 power, 2 apr)5.0 T2 greatmaul 1H weapon [Random Unique] Arcane/Master/Psionic Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% blight On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% blight Massive two-handed mauls. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Light source | Lorelathadil the Ravenrip2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +3% blight +9% cold +3% darkness ---------- misc Light +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 | Stormfiend (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Wil +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Vorolrabeth the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +6% acid Acc +20 (+7 eff.) ----- def ----- Armour +1 Resists +3% fire Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 22/25. 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 11 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. |
| On fingers | Hettogen0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) HP.reg +2.00 Cut- +10% Silence- +10% Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.69 cold and 17.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 8/60 This azure ring seems to be always moist to the touch. |
| Around neck | steel amulet 'Willowtrail'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +3% nature Acc +15 (+5 eff.) ----- def ----- Defense +15 (+7 eff.) Die.at -40.00 life ---------- misc Max.stam +20.00 Masteries +0.19 Psionic/Voracity Amulets make your neck look great! |
| In main hand | iron longsword 'Murkpall' (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +3% Res.pen +6% all Acc +6 (+2 eff.) Apr +6 ----- def ----- Resists +3% darkness Sharp, long, and deadly. |
| Around waist | Hovon the Mucusschism1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +6% darkness Phys.save +9 (+3 eff.) Mind.save +3 (+1 eff.) Max.HP +31.00 Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In off hand | Burnswift (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 acid +8 fire While equipped: dps ---------- Res.pen +25% acid Melee Ret 8 fire ----- def ----- Resists +8% acid +8% lightning +8% cold +8% fire +4% all Spell.save +6 (+3 eff.) One-handed war axes. |
| Cloak | Airwill the linen cloak (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +1 Melee Ret 2 lightning 2 physical ----- def ----- Defense +16 (+8 eff.) Resists +6% lightning Phys.save +6 (+2 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazeminister (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% acid ----- def ----- Resists +24% acid +3% temporal +3% light +3% darkness +9% mind +13% all Crit.dmg- 10.00% Disease- +20% Disarm- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Lustredare0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +1 Mag +6 Wil +4 Cun ----- def ----- Resists +6% light ---------- misc Light +2 Amulets make your neck look great! |
Veleremina the Flamedredge0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +11% mind +12% fire Confus- +24% Amulets make your neck look great! |
Yarikath the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Dex +2 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Die.at -80.00 life Blind- +15% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
voratun amulet 'Phlegmire'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +13 Wil ----- def ----- Resists +12% nature Crit.dmg- 15.00% Amulets make your neck look great! |
Frigidslice0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature +3% physical +3% mind +5% arcane Crit.dmg- 10.00% Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +24% Rings make your fingers look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +24.00 Disarm- +26% Pinning- +23% Knockbk- +25% Rings make your fingers look great! |
acidic steel dagger of shearing (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +8% all Acc +6 (+2 eff.) Apr +6 Sharp, short and deadly. |
steel dagger 'Brightrupture' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Disrupt Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +16 mind On Hit: * 8% chance to slow global speed by 57% * 20% chance to reduce all saves and defense by 29 While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +3% light Sharp, short and deadly. |
Woegash (38-57 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 acid +4 darkness On Hit: * 10% chance to reduce armor by 7% While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Resists +3% acid +9% darkness Massive two-handed mauls. |
iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
elm longbow 'Aerorevena'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Con dps ---------- Res.pen +10% physical ----- def ----- Resists +1% physical ---------- misc Reload +4 Masteries +0.15 Wild-gift/Fungus Regenerate 74 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
mage-hunter's ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +11 (+4 eff.) On Hit (Ranged): * 9 arcane resource burn ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
Rhagas the Sleetfame (44-62 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Disrupt Power 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Melee Ret 2 cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane +12% darkness ---------- misc Hate/m.crit +1.00 Blunt and deadly. |
iron mace 'Hathoruildir' (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% physical ----- def ----- Resists +12% acid ---------- misc Stam/turn +1.00 Blunt and deadly. |
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 124.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cruel yew magestaff of breaching (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold Res.pen +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Nimbusimmortal' (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 darkness On Crit.r2 +4 darkness While equipped: dps ---------- Dmg.mod +3% lightning Acc +5 (+2 eff.) Melee Ret 8 lightning ----- def ----- Defense +5 (+2 eff.) Resists +3% lightning Disarm- +21% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +5 (+2 eff.) Stealth +7 A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +19% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
Runeran (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% fire ---------- misc Infravis +1 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltsmash the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Res.pen +5% blight +5% lightning Melee Ret 2 lightning ----- def ----- Resists +3% blight +9% temporal +7% all ---------- misc Mana/turn +0.14 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +11% all ---------- misc Max.mana +37.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bokaregotar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% darkness Phys.save +18 (+6 eff.) Stealth +6 HP.reg +4.00 Cut- +20% ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Hanokath' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Mind.crit +1% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) Apr +5 On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +1 Resists +6% blight Spell.save +19 (+8 eff.) 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. |
Ivimira the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Mind.crit +3% Acc +10 (+4 eff.) ----- def ----- Defense +11 (+5 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.80 Hate/ret +1.00 Max.stam +30.00 A pointy cloth hat, very wizardly... |
Scorchrace (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +6% blight +6% fire +5% nature +3% cold A pointy cloth hat, very wizardly... |
Xudhemira (25 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: Stats +2 Dex +1 Con dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Armour +9 Defense +25 (+12 eff.) Fatigue +22% Resists +6% mind +6% acid Mind.save +14 (+5 eff.) A suit of armour made of metal plates. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
190 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. |
3 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. |
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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
preserving brass lantern of clarity2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Resists +6% blight Mind.save +6 (+2 eff.) HP.reg +2.00 ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +10% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
3 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. |
4 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. |
7 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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By anime boy the Krog Mindslayer level 17
14th Haze 122nd year of Ascendancy at 01:56 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By anime boy the Krog Mindslayer level 14
48th Dusk 122nd year of Ascendancy at 11:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By anime boy the Krog Mindslayer level 10
6th Dusk 122nd year of Ascendancy at 15:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By anime boy the Krog Mindslayer level 20
34th Haze 122nd year of Ascendancy at 22:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By anime boy the Krog Mindslayer level 7
79th Pyre 122nd year of Ascendancy at 05:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By anime boy the Krog Mindslayer level 16
62nd Dusk 122nd year of Ascendancy at 19:26 see stats
Log
Anime boy's Beyond the Flesh performs a melee critical strike against Emelerira the hornet swarm!
Emelerira the hornet swarm is crippled.
Poison from Emelerira the hornet swarm hits anime boy for (31 to psi shield), (31 antimagic), 16 nature (16 total damage).
Anime boy's Beyond the Flesh hits Emelerira the hornet swarm for (36 to psi shield), (12 flat reduction), 41 physical, (6 to psi shield), (9 flat reduction), 0 physical, (6 flat reduction), 0 fire, (3 to psi shield), (5 flat reduction), 0 physical, (11 flat reduction), 0 lightning, (6 flat reduction), 0 fire (41 total damage).
Anime boy's Beyond the Flesh hits Emelenor the copperhead snake for 7 fire, 28 mind, 21 physical, 7 fire, 12 physical, 13 lightning (88 total damage).
Emelerira the hornet swarm's Beyond the Flesh hits anime boy for (11 to psi shield), 16 physical, (1 to psi shield), (2 antimagic), 0 nature (16 total damage).
Melee retaliation hits Emelerira the hornet swarm for (2 flat reduction), 0 lightning, (1 to psi shield), (1 flat reduction), 0 physical, (7 flat reduction), 0 fire (0 total damage).
Anime boy fails to use Kinetic Surge.
Emelerira the hornet swarm uses Thermal Balance.
Emelenor the copperhead snake is recovering from the damage!
Emelerira the hornet swarm hits Emelenor the copperhead snake for 21 cold, 48 fire (69 total damage).
Emelerira the hornet swarm hits anime boy for (12 antimagic), 0 cold, (31 antimagic), 2 fire (2 total damage).
Emelenor the copperhead snake activates his dwarven-steel helm!
Anime boy shrugs off the effect 'Confused'!
Emelenor the copperhead snake hits anime boy for (33 to psi shield), 82 physical (82 total damage).
Melee retaliation hits Emelenor the copperhead snake for 2 lightning, 2 physical, 8 fire (12 total damage).
Poison from Emelerira the hornet swarm hits anime boy for (25 to psi shield), (31 antimagic), 7 nature (7 total damage).
Anime boy's Beyond the Flesh hits Emelerira the hornet swarm for (22 to psi shield), (12 flat reduction), 21 physical, (6 to psi shield), (9 flat reduction), 0 physical, (6 flat reduction), 0 fire, (3 to psi shield), (5 flat reduction), 0 physical, (11 flat reduction), 0 lightning, (6 flat reduction), 0 fire (21 total damage).
Anime boy's Beyond the Flesh hits Emelenor the copperhead snake for 7 fire, 27 mind, 21 physical, 7 fire, 12 physical, 13 lightning (86 total damage).
Emelerira the hornet swarm's Beyond the Flesh performs a melee critical strike against anime boy!
Emelerira the hornet swarm's Beyond the Flesh hits anime boy for (22 to psi shield), 33 physical (33 total damage).
Melee retaliation hits Emelerira the hornet swarm for (2 flat reduction), 0 lightning, (1 to psi shield), (1 flat reduction), 0 physical, (7 flat reduction), 0 fire (0 total damage).
anime boy the level 20 krog mindslayer was splattered to death by Emelerira the hornet swarm on level 4 of Old Forest.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emelerira the hornet swarm's Beyond the Flesh killed anime boy!
Saving game...
Saving done.













































































































