









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Auto Switch to Fungal Web 1.5.10If you have a fungal web equipped once, and you're not using thunder generade as your belt tinker or having charms on your belt, when you use any instant salves you'll also get the heal. You can actually throw the fungal web away after detaching, but this shouldn't be game changing. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Auto Disabling Blade Flurry 1.5.10Go use https://te4.org/games/addons/tome/autoDisableBladeFlurry this instead. Less Shaders 1.5.10Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.10Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Timed PS & UF Salve Usage 1.5.10-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Clock addon 1.0.0adds a timer, with energy calculations. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 31 / 39% |
Size | big |
Lifes / Deaths | Killed by corrupted plasmic disruptor at level 30 on the 47th Regrowth 123rd year of Ascendancy at 04:35 4 / 2Killed by The Divine Writhing Mass at level 31 on the 49th Regrowth 123rd year of Ascendancy at 03:52 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 23 (base 10) |
Constitution | 26 (base 12) |
Magic | 60 (base 60) |
Willpower | 13 (base 10) |
Cunning | 17 (base 13) |
Resources
Life | 813/813 |
Positive | 23/140 |
Stamina | 197/197 |
Vim | 66/110 |
Healing Factor | 1.5624489795918 |
Regeneration | 1.9530612244898 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +118.72307323196% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 20.598043976381 |
See Invisible | 20.598043976381 |
Offense: Mainhand
Damage | 196 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 14 |
Speed | 0.80 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Light | +6% |
Darkness | +12% |
Physical | +19% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 84.812421605777 (81.030927835052%) |
Defense | 17 |
Ranged Defense | 21 |
Fatigue | 19 |
Physical Save | 32 |
Spell Save | 25 |
Mental Save | 18 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 18%( 70%) |
Physical | + 11%( 70%) |
Cold | + 41%( 70%) |
All | + 4%( 70%) |
Lightning | + 17%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 58%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Bleed Resistance | 50% |
Confusion Resistance | 10% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
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 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: MovementUse 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 increase movement speed by 499% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 mental effect and reduce all damage taken by 27% 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Fearfire | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Horrifying Blows |
talent | Share the Pain |
talent | Abyssal Shield |
talent | Flame of Urh'Rok |
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 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 anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
Escort the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell) | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 70. | 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. | 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: * You've found the needed vial of squid ink. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Resists +9% darkness Spell.save +6 (+3 eff.) ---------- 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 | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +3% physical Acc +8 (+3 eff.) Apr +2 ----- def ----- Armour +5 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +6% fire Max.HP +40.00 Heal.mod +20% ---------- misc Stam/turn +0.40 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 18 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +4 Resists +24% darkness Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Phys.save +9 (+4 eff.) HP.reg +0.60 Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Melee Ret 5 light ----- def ----- Armour +19 Defense +5 (+4 eff.) Fatigue +24% Resists +8% acid +8% physical +14% darkness +15% blight +29% fire +7% lightning +8% cold HP.reg +0.40 Disarm- +27% Stun/Frz- +32% Knockbk- +25% ---------- misc Max.vim +10.00 Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Melee Ret 4 blight 8 mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold ---------- misc Mana/turn +0.12 Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Heal.mod +14% Cut- +50% Heal: Puts all charms on 32 cooldown Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 153 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() 0.1 T2 amulet jewelry [Unique] Unknown |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.pwr +20 (+4 eff.) ----- def ----- Defense +9 (+6 eff.) Rng.Def +9 (+5 eff.) Resists +12% physical Crit.dmg- 15.00% Mind.save +30 (+16 eff.) Confus- +15% ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 36.0 - 57.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 acid +12 cold +8 nature On Crit: * cripple the target * splashes the target with acid While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +12.0% ----- def ----- Crit.dmg- 5.00% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +16 lightning +12 darkness On Hit: * 40% chance to daze at end of turn While equipped: Stats +10 Con dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +9% darkness +12% lightning Res.pen +25% lightning +16% physical +20% darkness ----- def ----- Disarm- +48% Massive two-handed swords. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +3% Resists +10% fire +3% temporal +9% cold Mind.save +15 (+8 eff.) Die.at -40.00 life Disease- +10% A pair of boots made of leather. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +9 Cun dps ---------- Crit.mult +6.00% Apr +2 Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Defense +3 (+3 eff.) Resists +9% light Mind.save +15 (+8 eff.) Max.HP +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% nature +6% physical ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+4 eff.) Die.at -20.00 life Max.HP +70.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% physical Res.pen +20% physical Melee Ret 8 acid ----- def ----- Armour +5 Fatigue +5% Resists +12% acid Phys.save +3 (+1 eff.) ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+6 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 45 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 13.80 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +9 Cun +2 Str dps ---------- Mind.crit +2% Mind.pwr +2 (+2 eff.) Acc +12 (+4 eff.) Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +7% darkness Affinity +15% darkness ---------- misc Infravis +11 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +7 Con dps ---------- Dmg.mod +3% acid Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- misc Light +2 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 23 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 108.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 108.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 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 5 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 50% 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 27 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +6% light +2% physical Die.at -60.00 life Disease- +10% Confus- +5% ---------- misc Wards +3 acid +2 nature +2 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Phys.crit +2.0% Crit.mult +6.00% Dmg.mod +12% physical On Hit (Melee): * 15% chance to blind ---------- misc Talents +2 Void Blast Disarm traps (37 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 14 cooldown 100% to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Azer the Cornac Doombringer level 8
5th Dusk 122nd year of Ascendancy at 04:47 see stats
By Azer the Cornac Doombringer level 24
1st Regrowth 123rd year of Ascendancy at 02:07 see stats
By Azer the Cornac Doombringer level 6
78th Pyre 122nd year of Ascendancy at 13:24 see stats
By Azer the Cornac Doombringer level 30
38th Regrowth 123rd year of Ascendancy at 22:40 see stats
By Azer the Cornac Doombringer level 31
49th Regrowth 123rd year of Ascendancy at 17:08 see stats
By Azer the Cornac Doombringer level 10
13rd Dusk 122nd year of Ascendancy at 06:43 see stats
By Azer the Cornac Doombringer level 20
16th Haze 122nd year of Ascendancy at 06:58 see stats
By Azer the Cornac Doombringer level 30
38th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Azer the Cornac Doombringer level 25
3rd Regrowth 123rd year of Ascendancy at 05:09 see stats
By Azer the Cornac Doombringer level 21
6th Decay 122nd year of Ascendancy at 22:21 see stats
By Azer the Cornac Doombringer level 22
8th Allure 123rd year of Ascendancy at 20:12 see stats
By Azer the Cornac Doombringer level 11
19th Dusk 122nd year of Ascendancy at 06:13 see stats
By Azer the Cornac Doombringer level 11
15th Dusk 122nd year of Ascendancy at 15:52 see stats
By Azer the Cornac Doombringer level 21
77th Haze 122nd year of Ascendancy at 00:38 see stats
By Azer the Cornac Doombringer level 23
10th Allure 123rd year of Ascendancy at 15:06 see stats
By Azer the Cornac Doombringer level 17
70th Dusk 122nd year of Ascendancy at 19:22 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Ran for 4 turns (stop reason: hostile spotted to the southwest (adventurers party)).
Today is the 53rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 54th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Saving done.
There is a Zigur (Town) here (press '' or right click to use).
Ran for 2 turns (stop reason: hostile spotted to the southwest (ziguranth patrol)).
Today is the 55th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Ran for 2 turns (stop reason: hostile spotted to the south (adventurers party)).
Today is the 56th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 57th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Azer deactivates Horrifying Blows.
Azer deactivates Share the Pain.
Azer deactivates Abyssal Shield.
Azer deactivates Flame of Urh'Rok.