










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.6 Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.5.5This 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 Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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 | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Deathknight |
| Level / Exp | 23 / 82% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 63 (base 53) |
| Dexterity | 19 (base 10) |
| Constitution | 57 (base 53) |
| Magic | 63 (base 53) |
| Willpower | 24 (base 22) |
| Cunning | 55 (base 53) |
Resources
| Life | 1031/1033 |
| Mana | 224/224 |
| Steam | 100/100 |
| Soul | 10/10 |
| Healing Factor | 1.4705726872247 |
| Regeneration | 3.2352599118943 |
Speed
| Mental | +3.3% |
| Attack | +3.3% |
| Movement | +22% |
| Spell | +3.3% |
| Global | +102.2% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.032874162149 |
| See Invisible | 59.032874162149 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 41 |
| Crit Chance | 64% |
| APR | 22 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 37% |
| Speed | 0.96805421103582 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 18% |
| Speed | 0.96805421103582 |
Offense: Damage Bonus
| Acid | +16% |
| Light | +10% |
| Mind | +3% |
| Darkness | +35% |
| Arcane | +18% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +5% |
| Physical | +9% |
| Darkness | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51.186050405667 (76.629213483146%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 36 |
| Physical Save | 44 |
| Spell Save | 52 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 15%( 70%) |
| Cold | + 23%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 20%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 28%( 70%) |
| Mind | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Disarm Resistance | 100% |
| Confusion Resistance | 25% |
| Silence Resistance | 22% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| 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 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 509 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Strength 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 mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Frost | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dread | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Desecration | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic might | 1.40 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Soul | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dusk | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Undeath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Reaping | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Soulforge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shadow of Death |
| talent | Necrotic Aura |
| talent | Spirit Feed |
| talent | Enshroud |
| talent | Rime |
| beneficial effect | Prevents the target from dying until they fall below -308 life. Soul Fragment |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
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 improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+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 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 |
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's current energy level is: 13. | 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. | 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 within | active |
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 | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (61 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (106 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 3/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Earihek the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +18% arcane Melee Ret 16 blight On Hit (Melee): * 10% chance to disease ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Xaselaith (0 def, 6 armour)3.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Dex dps ---------- Res.pen +5% temporal ----- def ----- Armour +6 Fatigue +4% Resists +6% blight ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +120% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +3 Iron Grip Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 91 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | wizard's steel ring of arcana(+0.14/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
| On fingers | Corrosion0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 17.75 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| Around neck | clarifying steel amulet of mastery (0.10 Spell / Necrotic might)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +25% ---------- misc Masteries +0.10 Spell/Necrotic might Amulets can have magical properties. |
| In main hand | truestriking stralite greatsword of crippling (160% power, 15 apr) 3.0 T4 greatsword 2H weapon [Ego++] Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +15 Crit +16.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Res.pen +9% physical Acc +12 (+4 eff.) Apr +7 Massive two-handed swords. |
| Around waist | Eremagonik the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% mind Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -12% Resists +3% acid Max.HP +34.00 ---------- misc Max.enc +30 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block Masteries +0.20 Wild-gift/Rain On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Poluth (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +4 Wil ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning Phys.save +8 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life Stun/Frz- +30% ---------- misc Infravis +3 See.Invis +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour of Eyal (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Max.HP +50.00 HP.reg +1.40 Heal.mod +16% A suit of armour made of metal plates. |
Inventory
clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
wanderer's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +6 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.40 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
psionicist's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +8 (+2 eff.) Rings can have magical properties. |
iron battleaxe of daylight (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 109% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 light Against +10% Undead Massive two-handed battleaxes. |
acidic dwarven-steel greatmaul of daylight (149% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 light +12 acid Against +12% Undead On Crit: * splashes the target with acid Massive two-handed mauls. |
iron greatsword (107% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 107% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
flaming steel greatsword of massacre (143% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
steel greatsword of amnesia (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Psionic Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed swords. |
iron longsword (104% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron shield (4 def, 2 armour, 100% power, 21 block)7.0 T1 shield armor [Normal] When used to Attack: Power 98% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Ce'Nulrabeth (8 def, 2 armour, 100% power, 75.5 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +75 Against +15% Undead +5% Humanoid On Hit: * 22% chance to daze at end of turn While equipped: Stats +3 Str dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 6 lightning Melee Ret 15 lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +6% cold ---------- misc Talents +3 Block Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
spiked iron plate armour of lightning resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% lightning A suit of armour made of metal plates. |
Boltnull (5 def, 15 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Res.pen +10% temporal On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +15 Defense +5 (+2 eff.) Fatigue +16% Resists +15% lightning +9% temporal Phys.save +8 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of metal plates. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +5 (+1 eff.) A belt that goes around your waist. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Lightnaught the pair of hardened leather boots (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% acid Res.pen +10% light ----- def ----- Armour +7 Fatigue +3% Resists +9% light ---------- misc Infravis +2 A pair of boots made of leather. |
Islidhewyn (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- S.pwr/crit +4 Res.pen +20% temporal Phasing +20% ----- def ----- Armour +10 Fatigue +3% Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.16 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dispersion (0 def, 1 armour)1.5 T1 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 5 arcane ----- def ----- Armour +1 Resists +4% arcane HP.reg +1.30 ---------- misc Stam/turn +0.60 Max.stam +11.00 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Thunderbreak the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Melee+ 7 fire Dmg.mod +5% fire Res.pen +15% lightning ----- def ----- Armour +2 Fatigue -4% Resists +12% lightning +7% fire Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of the bounder (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Bethyba the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Disrupt While equipped: Stats +1 Str +7 Dex +1 Wil +2 Cun ----- def ----- Armour +4 Fatigue +0% Resists +8% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +6 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (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. |
Achievements
Fear me not!
Survived the Fearscape!By Deathknight the Ogre Deathknight level 21
58th Haze 122nd year of Ascendancy at 09:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Deathknight the Ogre Deathknight level 21
43rd Haze 122nd year of Ascendancy at 13:12 see stats
Level 10
Got a character to level 10.By Deathknight the Ogre Deathknight level 10
4th Dusk 122nd year of Ascendancy at 13:04 see stats
Level 20
Got a character to level 20.By Deathknight the Ogre Deathknight level 20
1st Haze 122nd year of Ascendancy at 01:42 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Deathknight the Ogre Deathknight level 13
63rd Dusk 122nd year of Ascendancy at 16:45 see stats
Size matters
Did over 600 damage in one attack.By Deathknight the Ogre Deathknight level 21
58th Haze 122nd year of Ascendancy at 09:43 see stats
That was close
Killed your target while having only 1 life left.By Deathknight the Ogre Deathknight level 4
77th Pyre 122nd year of Ascendancy at 23:31 see stats
The Arena
Unlocked Arena mode.By Deathknight the Ogre Deathknight level 5
7th Mirth 122nd year of Ascendancy at 18:52 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Deathknight the Ogre Deathknight level 14
68th Dusk 122nd year of Ascendancy at 21:28 see stats
Log
You gain 0.50 gold from the melting of steel steamsaw (107% power, 8 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.19 gold from the melting of truestriking dwarven-steel dagger of projection (119% power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.31 gold from the melting of dwarven-steel dagger of crippling (118% power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.50 gold from the melting of dwarven-steel dagger of amnesia (120% power, 7 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.17 gold from the melting of glacial stralite waraxe of crippling (137% power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 6.33 gold from the melting of plaguebringer's dwarven-steel waraxe of daylight (121% power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.50 gold from the melting of dwarven-steel waraxe of projection (120% power, 4 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.89 gold from the melting of acidic steel longsword of the mystic (111% power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.75 gold from the melting of dwarven-steel greatsword (148% power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.75 gold from the melting of dwarven-steel greatmaul (151% power, 2 apr).
You gain 1.72 gold from the transmogrification of gold ring of arcana(+0.10/turn).
You gain 3.00 gold from the transmogrification of cleansing gold amulet.
You gain 2.15 gold from the transmogrification of vision rune of the warrior (radius 11; dur 18; see dragon).
You gain 1.35 gold from the transmogrification of shielding rune (absorb 118 for 4 turns).
You gain 1.80 gold from the transmogrification of steam generator implant (steam 5).
There is a previous level here (press '' or right click to use).
Deathknight deactivates Shadow of Death.
Deathknight deactivates Rime.
Deathknight deactivates Necrotic Aura.
Deathknight deactivates Enshroud.
Deathknight deactivates Spirit Feed.


































































