










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 18 / 4% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 49 (base 46) |
| Dexterity | 9 (base 10) |
| Constitution | 28 (base 12) |
| Magic | 44 (base 34) |
| Willpower | 31 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | 749/749 |
| Stamina | 194/194 |
| Vim | 126/126 |
| Healing Factor | 1.3456298990389 |
| Regeneration | 11.908824606494 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 39 |
| Crit Chance | 113% |
| APR | 16 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| Acid | +3% |
| Light | +16% |
| Lightning | +9% |
| Darkness | +21% |
| Arcane | +6% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Physical | +9% |
| Lightning | +5% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 51.600425396475 (96.151787968034%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 24 |
| Physical Save | 42 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 13%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 39%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 44% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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 578% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Share the Pain |
| talent | Chant of Fortress |
| talent | Abyssal Shield |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 132% Raging flames |
| beneficial effect | Next 2 melee attacks are certain to critically strike, and this unit has 17% more critical power. Voracious Blade |
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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * '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 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 |
Equipment
| On feet | pair of rough leather boots 'Runiredin' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +3% Critical power +10.00% On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +1 Silence Resist +23% Confus Resist +23% Stun Resist +20% other ------- Psi when Hit +0.04 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Emubeth the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% fire Physical save +14 (+5 eff.) Unlife -60.00 life Life +80.00 A cap made of leather. |
| Tool | Zubath the Torchwilder [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% acid +3% fire +9% darkness Ignore resists +10% acid When Hit 6 fire On-Hit (Melee): * 20% chance to reduce armor by 30% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun defense ------ Defense +4 (+4 eff.) Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
| On fingers | Brodilathadin the Gleamspawn0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Damage +12% darkness Ignore resists +5% light defense ------ Resistance +3% light +24% darkness +6% nature Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Life Regen +2.00 Stun Resist +22% other ------- Light +1 Rings make your fingers look great! |
| Around waist | Malandil1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% arcane defense ------ Armor +2 Defense +5 (+5 eff.) Resistance +3% cold Life +34.00 Life Regen +4.00 Healmod +10% Stun Resist +10% A belt that goes around your waist. |
| In main hand | steel greatsword 'Nimbusbrace' (26-42 power, 2 apr) =Con 16=3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +16 Con +16 Wil offense ------ Damage +9% lightning Ignore resists +5% lightning +9% physical Accuracy +12 (+4 eff.) Ignore Armor +10 defense ------ Resistance +9% lightning Life +76.00 Massive two-handed swords. |
| On hands | iron gauntlets 'Unrabers' (0 def, 7 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Mag +1 Wil offense ------ Critical power +5.00% On-Hit 6 physical Damage +4% physical Ignore Armor +4 defense ------ Armor +7 Fatigue +1% other ------- Max stamina +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Shineedge (5 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Damage +6% light defense ------ Armor +7 Defense +5 (+5 eff.) Fatigue +22% Resistance +6% acid +3% light +9% blight Life Regen +2.60 other ------- Stamina/turn +0.50 A suit of armour made of metal plates. |
| Cloak | linen cloak 'Murksmash' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% darkness On-Hit (Melee): * 10% chance to slow global speed by 42% * 20% chance to reduce damage dealt by 14% defense ------ Defense +1 (+1 eff.) Resistance +6% cold Spell save +3 (+1 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Prismatic Rune (6 turns; lightning, physical, light, fire, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 light, 5 fire, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 136; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 135.85 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +10% cold defense ------ Armor +8 Resistance +20% cold Rings make your fingers look great! |
wizard's copper ring of tenacity =disarm=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +20.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Lightning Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +24 dazing lightning While equipped: Stats +4 Dex +4 Mag +4 Cun offense ------ Damage +8% lightning defense ------ Armor +2 Resistance +2% all Aquamarine: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatmaul 'Aeryreminor' (20-31 power, 1 apr) =Con 4=5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 acid On-crit, radius 2 +4 acid While equipped: Stats +4 Con offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+6 eff.) Disarm Resist +28% other ------- Light +1 Massive two-handed mauls. |
Halurak the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +11 Con offense ------ Spell Crit +5% Critical power +21.91% Physical Power +5 (+2 eff.) Spellpower +35 (+12 eff.) Damage +30% darkness +6% physical Accuracy +5 (+2 eff.) Ignore Armor +4 On-Hit (Melee): * 22% chance to slow global speed by 42% defense ------ Armor +4 Defense +15 (+10 eff.) Life Regen +3.30 Healmod +50% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 99.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Lavabutcher (12-18 power, 3 apr) =Con 5=3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 mind On-Hit, radius 1 +8 fire On-crit, radius 2 +9 lightning +10 cold On Hit: * 12% chance to reduce all saves and defense by 17 While equipped: Stats +9 Wil +2 Cun +5 Con offense ------ Move Speed +20% Damage +9% arcane Ignore resists +6% lightning +7% cold +5% arcane defense ------ Life +13.00 One-handed war axes. |
Airtrial the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Spellpower +5 (+2 eff.) Damage +6% lightning defense ------ Spell save +6 (+3 eff.) other ------- Max mana +20.00 Max vim +40.00 Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Guvea =Con 5=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +5 Con offense ------ Physical Power +3 (+1 eff.) Accuracy +20 (+7 eff.) defense ------ Resistance +1% physical Spell save +6 (+3 eff.) Unlife -20.00 life other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Fulidin'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Armor +4 Defense +10 (+8 eff.) Life +33.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
rough leather belt 'Harulatir'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +15 (+7 eff.) defense ------ Resistance +9% fire Life Regen +0.90 Healmod +15% Blind Resist +10% Confus Resist +10% A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dimgrinder (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +3% temporal +3% light +6% fire +6% acid +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulfusin (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Damage +3% blight defense ------ Armor +3 Fatigue +2% Resistance +3% darkness +1% physical Unlife -60.00 life Teleport Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unlightsin (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 darkness defense ------ Armor +1 Fatigue -5% Resistance +6% temporal Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Life Regen +4.00 other ------- Encumbrance +22 Light +1 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 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 once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +2 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. |
polar rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 cold Damage +3% cold defense ------ Armor +1 Resistance +6% cold 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. |
Earerig (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) Resistance +2% physical Unlife -20.00 life other ------- Stamina/turn +1.00 Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Morningripper (0 def, 3 armour) =confusion 44%=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: defense ------ Armor +3 Fatigue +1% Resistance +6% lightning +10% mind +3% light Mind save +22 (+11 eff.) Unlife -20.00 life Confus Resist +44% A cap made of leather. |
rough leather cap 'Arthidir' (0 def, 1 armour) =Con 6=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag +6 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron plate armour 'Lisana' (0 def, 9 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% physical defense ------ Armor +9 Fatigue +22% Resistance +17% cold Confus Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of metal plates. |
9 agate0.0 Encumbrance 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. |
470 alchemist agate0.0 Encumbrance 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. |
Fogbearer (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Ignore resists +5% darkness Accuracy +3 (+1 eff.) defense ------ Resistance +6% light Teleport Resist +10% other ------- EQ when Hit +0.08 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 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 102.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.38 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. |
Rimewilder the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Wil offense ------ When Hit 4 physical defense ------ Defense +5 (+5 eff.) Resistance +3% cold Unlife -60.00 life Life +40.00 other ------- Light +3 See Invisibility +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. |
Salovea the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con offense ------ Damage +12% temporal Accuracy +5 (+2 eff.) defense ------ Unlife -80.00 life other ------- Light +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. |
Zeresta the Glimmerreaper2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +3 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Life +44.00 other ------- Max stamina +30.00 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern 'Purezeal' =con 4=2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Mag +4 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Crit Resistance 5.00% other ------- Light +9 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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 mindblast 'Radiancerace' [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +2 Mag defense ------ Resistance +12% light other ------- Light +3 Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Magog the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 19:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Magog the Ogre Doombringer level 10
1st Flare 122nd year of Ascendancy at 05:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Magog the Ogre Doombringer level 17
16th Dusk 122nd year of Ascendancy at 23:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Magog the Ogre Doombringer level 7
10th Mirth 122nd year of Ascendancy at 11:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Magog the Ogre Doombringer level 11
4th Flare 122nd year of Ascendancy at 07:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Magog the Ogre Doombringer level 15
14th Dusk 122nd year of Ascendancy at 21:33 see stats
Log
Magog calms down.
Resting starts...
Talent Voracious Blade is ready to use.
Talent Reckless Strike is ready to use.
Talent Burning Sacrifice is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: hostile spotted to the southwest (cave bear)).
Melee retaliation hits Cave bear for 15 blight, 17 fire (32 total damage).
Cave bear hits Magog for (0 abyssal shield), 0 physical (0 total damage).
Cave bear's armor corrodes!
Cave bear is on fire!
Cave bear's is surrounded with an all-consuming flame!
Magog hits Cave bear for 122 physical, 6 physical, 18 light, 5 fire (151 total damage).
Magog receives 1 healing from Devouring flames from Magog.
Burning from Magog hits Cave bear for 2 fire damage.
You collect a new ingredient: bear paw (1).
Magog's weapon surges with fire!
Magog's weapon glows with critical power!
Magog hits Cave bear for 91 physical, 6 physical, 18 light (115 total damage).
Magog killed Cave bear!
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