











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
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 1.7.4Donators/Buyers bonus! Proper Possession 1.7.0
Frequently Asked Questions: 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Drem |
Class | Archmage |
Level / Exp | 38 / 17% |
Size | medium |
Lifes / Deaths | Killed by orc high pyromancer at level 36 on the 12nd Wealth 122nd year of Ascendancy at 17:13 / 2Killed by ghast at level 38 on the 15th Wealth 122nd year of Ascendancy at 09:59 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 19 (base 10) |
Magic | 86 (base 60) |
Willpower | 76 (base 60) |
Cunning | 49 (base 30) |
Resources
Life | -64/599 |
Mana | 138/706 |
Healing Factor | 1.2291723257555 |
Regeneration | 7.6823270359722 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 54.294708266768 |
See Invisible | 63.294708266768 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 35 |
Accuracy | 16 |
Crit Chance | 17% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 43 |
Crit Chance | 18% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +39% |
Arcane | +12% |
Cold | +17% |
All | 0% |
Darkness | +2% |
Light | +6% |
Physical | +25% |
Mind | +14% |
Lightning | +69% |
Fire | +6% |
Nature | +9% |
Offense: Damage Penetration
Lightning | +13% |
Temporal | +29% |
Blight | +19% |
Acid | +14% |
All | +9% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 42 |
Mental Save | 46 |
Defense: Resistances
Lightning | + 46%( 70%) |
Nature | + 30%( 70%) |
Darkness | + 20%( 70%) |
Blight | + 30%( 70%) |
Acid | + 18%( 70%) |
Cold | + 47%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 19% |
Confusion Resistance | 100% |
Silence Resistance | 94% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 32% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 4 turns. Its effects scale with your Willpower 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 51 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (63 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% 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 Dexterity stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Isudhekira the forest troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by arcane amplification drone. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Silence- +34% Confus- +25% Stun/Frz- +25% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +7 (+3 eff.) S.pwr/crit +8 Res.pen +9% all Apr +7 ----- def ----- Resists +6% cold Mind.save +7 (+3 eff.) ---------- misc Mana/s.crit +2.00 Light +5 See.Stealth +5 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +12% arcane ----- def ----- Defense +1 (+1 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +17.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 physical Dmg.mod +6% physical Melee Ret 4 fire ----- def ----- Armour +9 Resists +9% darkness Phys.save +6 (+3 eff.) Silence- +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +10% blight ----- def ----- Defense +30 (+11 eff.) Resists +6% acid +6% cold Die.at -40.00 life Blind- +32% Silence- +20% Pinning- +20% ---------- misc Infravis +4 See.Stealth +16 See.Invis +17 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Cun +2 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Spell.pwr +7 (+2 eff.) Dmg.mod +6% light ----- def ----- Spell.save +11 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.11 Max.stam +10.00 Max.psi +10.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +7 Dex +3 Mag +5 Cun +5 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +21% acid +6% fire +6% cold +6% lightning Res.pen +20% temporal ----- def ----- Fatigue -13% HP.reg +6.00 ---------- misc Stam/turn +0.50 See.Invis +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +18 (+5 eff.) Dmg.mod +18% lightning +18% acid Res.pen +5% acid ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +4 Mag +3 Wil +3 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning 3 mind 5 darkness Dmg.mod +5% lightning +4% mind +2% darkness Res.pen +4% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +2 Cun dps ---------- Spell.crit +1% Spell.pwr +30 (+8 eff.) Dmg.mod +9% nature ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +7 Str +7 Mag +6 Wil dps ---------- Dmg.mod +30% lightning +19% physical +11% cold ----- def ----- Resists +32% lightning +8% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 125 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Dmg.mod +9% lightning +24% cold +18% acid Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Resists +9% lightning Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +4% all Acc +8 (+5 eff.) Apr +7 ----- def ----- Defense +9 (+4 eff.) Resists +10% blight Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! It was hardened by the digestive sack. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 3.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 118% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +6.00% Spell.pwr +9 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind +19% lightning Res.pen +15% arcane ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +15% acid +20% cold +20% fire +20% arcane +20% lightning Melee Ret 4 cold ----- def ----- Resists +10% lightning +10% cold +10% arcane +10% fire ---------- misc Mana/turn +0.19 Max.mana +48.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 staff 1H weapon [Rare] Master Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Wil +8 Con dps ---------- Spell.crit +10% Crit.mult +7.00% Phys.pwr +15 (+7 eff.) Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning Res.pen +25% lightning ----- def ----- Defense +20 (+8 eff.) ---------- misc Max.stam +20.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +4 Fatigue +8% Resists +21% cold ---------- misc Max.psi +30.00 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% mind ----- def ----- Defense +20 (+8 eff.) Resists +16% nature +7% all Max.HP +60.00 Disarm- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +15% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning +5% light Melee Ret 10 light ----- def ----- Resists +8% blight +6% lightning +6% mind +9% all Max.HP +58.00 HP.reg +2.10 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +11% physical +8% cold ----- def ----- Resists +7% lightning +5% cold +5% blight +9% all Max.HP +49.00 HP.reg +2.70 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +20% mind +20% lightning Res.pen +5% mind Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +30% lightning +13% darkness +9% light +3% blight +5% arcane +15% mind +15% all Phys.save +16 (+8 eff.) Spell.save +16 (+5 eff.) Mind.save +37 (+13 eff.) ---------- misc Psi/turn +0.78 Max.psi +35.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Psionic While equipped: Stats +4 Cun ----- def ----- Armour +17 Defense +40 (+15 eff.) Fatigue +22% Resists +9% nature Phys.save +18 (+9 eff.) Mind.save +26 (+9 eff.) HP.reg +4.00 Pinning- +20% A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +13 (+6 eff.) ----- def ----- Defense +10 (+5 eff.) Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +5% cold HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Dex +9 Mag +4 Con dps ---------- Dmg.mod +9% temporal ----- def ----- Resists +8% blight ---------- misc Light +2 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness +3% temporal Melee Ret 2 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Spell.crit +1% Res.pen +15% arcane ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Max.HP +32.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% nature Die.at -20.00 life Heal.mod +5% Silence- +20% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +23% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +3% lightning ----- def ----- Armour +1 Defense +15 (+6 eff.) Resists +6% nature +3% light Spell.save +6 (+2 eff.) Max.HP +20.00 Confus- +20% 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% lightning +9% mind Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +3% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +40.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% lightning Res.pen +15% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +28% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness +13% cold ---------- misc Infravis +5 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil ----- def ----- Armour +2 Resists +9% light Heal.mod +10% Stun/Frz- +10% ---------- misc 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(131 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% darkness Acc +10 (+6 eff.) Melee Ret 6 physical ----- def ----- Defense +25 (+10 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Dex +7 Wil +3 Cun dps ---------- Res.pen +20% mind ---------- misc See.Invis +18 Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Iknor the Drem Archmage level 31
2nd Wealth 122nd year of Ascendancy at 03:02 see stats
By Iknor the Drem Archmage level 31
6th Wealth 122nd year of Ascendancy at 18:09 see stats
By Iknor the Drem Archmage level 10
20th Voratun 122nd year of Ascendancy at 13:31 see stats
By Iknor the Drem Archmage level 20
3rd Acquisition 122nd year of Ascendancy at 11:10 see stats
By Iknor the Drem Archmage level 30
33rd Profit 122nd year of Ascendancy at 13:18 see stats
By Iknor the Drem Archmage level 23
20th Profit 122nd year of Ascendancy at 03:37 see stats
By Iknor the Drem Archmage level 9
19th Voratun 122nd year of Ascendancy at 17:53 see stats
By Iknor the Drem Archmage level 20
5th Profit 122nd year of Ascendancy at 07:16 see stats
By Iknor the Drem Archmage level 28
31st Profit 122nd year of Ascendancy at 04:02 see stats
By Iknor the Drem Archmage level 20
1st Profit 122nd year of Ascendancy at 10:44 see stats
By Iknor the Drem Archmage level 36
12nd Wealth 122nd year of Ascendancy at 17:13 see stats
Log
Arcane amplification drone hits Ghast for 42 arcane damage.
Arcane amplification drone hits Lord of Skulls (warrior) for 24 arcane damage.
Arcane amplification drone hits Hungering mouth for 55 arcane damage.
Arcane amplification drone hits The Master for 50 arcane damage.
Arcane amplification drone hits Ghast for 64 arcane damage.
Lord of Skulls (warrior) hits Iknor for (114 absorbed), 0 physical, (1 absorbed), 4 darkness (5 total damage).
Melee retaliation hits Lord of Skulls (warrior) for 1 fire damage.
Thunderstorm hits Ghast for 49 lightning damage.
Thunderstorm hits Arcane amplification drone for 0 lightning damage.
Thunderstorm hits Lord of Skulls (warrior) for 38 lightning damage.
Thunderstorm hits The Master for 55 lightning damage.
Thunderstorm hits Ghast for 51 lightning damage.
The Master casts Black Ice.
The Master's spell attains critical power!
Iknor shrugs off the effect 'Black Ice'!
The Master hits Iknor for 340 cold damage.
Spikes of Decrepitude hits Hungering mouth for 15 cold, 15 cold (30 total damage).
Spikes of Decrepitude hits Arcane amplification drone for 0 cold, 0 cold (0 total damage).
Ghast hits Hungering mouth for 26 physical damage.
Lord of Skulls (warrior) is no longer out of phase.
Ghast performs a melee critical strike against Iknor!
Darkness pulsates around The Master!
Ghast starts to bleed black blood.
The Master hits Hungering mouth for 66 cold, 66 cold (133 total damage).
The Master hits Arcane amplification drone for 0 cold, 0 cold (0 total damage).
Melee retaliation hits Ghast for 4 fire damage.
Black Blood Bleeding from Iknor hits Lord of Skulls (warrior) for 13 darkness damage.
Ghast hits Iknor for 66 physical damage.
Iknor the level 38 drem archmage was skewered to death by a ghast on level 9 of Dreadfell.
The furious lightning storm around Iknor calms down and disappears.