










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat 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.
Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.5.10T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 10 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
4 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow & Road to Derth].
New Bosses:There are 10 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] 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:
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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Improved Respec 1.5.10Uses version 1.5.10 LevelupDialog.lua as a base, but allows base stats to be respecced to 1 and unlearning of known categories. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 15 / 61% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 65 (base 41) |
| Dexterity | 31 (base 15) |
| Constitution | 36 (base 28) |
| Magic | 24 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 592/592 |
| Stamina | 214/214 |
| Healing Factor | 1.1893203883495 |
| Regeneration | 7.6919854817422 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 12 |
| See Stealth | 6 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Darkness | +6% |
| Fire | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Fire | +10% |
| Darkness | +5% |
| Acid | +10% |
| Mind | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 27.08934837382 (81.030927835052%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 22 |
| Physical Save | 33 |
| Spell Save | 35 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 12%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 48%( 70%) |
| Mind | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Stun Resistance | 20% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| 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 169 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
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 |
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 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 tinker to the recall portal on level 3 of Wolfmire. Escort: lost tinker (level 3 of Wolfmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant spider. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Ce'Nibeth the Radiancelady (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Mag +6 Wil +4 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Light +2 Infravis +1 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
| Quiver | quiver of elm arrows of erosion (20/20, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Ranged+ +11 nature +8 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Glarerock'2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% blight +9% cold +3% light Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Isutta' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 Infravis +3 See.Invis +12 Telepathy Dragon A cap made of leather. |
| Tool | Glorinor the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +7 Dex +2 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 ---------- misc Max.stam +20.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% lightning +15% fire +6% darkness Res.pen +5% darkness +10% fire ----- def ----- Resists +22% lightning HP.reg +0.80 Stun/Frz- +20% Can be unequipped or rerolled. 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? |
| On fingers | Lorodrathel0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +10 Wil dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Mind.save +8 (+4 eff.) Blind- +20% ---------- misc Infravis +5 See.Stealth +6 See.Invis +6 Telepathy Dragon Rings can have magical properties. |
| Around waist | Mayasethra1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% acid +3% nature +12% lightning Max.HP +30.00 A belt that goes around your waist. |
| In main hand | Oozetaint (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 nature On Crit.r2 +12 mind On Hit: * 27% chance to corrode armour by 30% While equipped: Stats +3 Wil dps ---------- Res.pen +10% acid +10% nature ----- def ----- Mind.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Hate/m.crit +4.00 Massive two-handed battleaxes. |
| On hands | rough leather gloves 'Coalsweeper' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +1 Resists +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chargejustice (3 def, 7 armour)17.0 T1 massive armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +12% lightning +10% light +11% darkness A suit of armour made of metal plates. |
| Cloak | Tureroddazor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Dex +2 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Fatigue -2% ---------- misc Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Marduneg'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +1 Mag ----- def ----- Resists +3% physical +11% temporal Pinning- +22% Knockbk- +24% ---------- misc See.Invis +9 Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 81)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 81 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 5; power 20; turns 3; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
6 infusion patches of clearing0.1 T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
7 infusion patches of light healing0.1 T1 infusion-patch scroll [Normal] Nature Heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of lesser healing0.1 T2 infusion-patch scroll [Normal] Nature Heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 scrolls of phase door0.1 T1 scroll [Normal] Arcane Teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
5 scrolls of teleportation0.1 T2 scroll [Normal] Arcane Teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Zerugogakath0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +8 Cun +5 Dex dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+2 eff.) Apr +1 ----- def ----- Defense +6 (+6 eff.) Resists +6% fire HP.reg +1.00 Stun/Frz- +20% Rings can have magical properties. |
Layuritha (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +48.00% Spell.pwr +13 (+6 eff.) Melee+ 32 fire Dmg.mod +15% physical ----- def ----- Resists +3% mind +2% physical Teleport- +5% ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gluvena (25-35 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master/Psionic Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% lightning +6% cold One-handed war axes. |
steel waraxe 'Aeradalena' (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 cold On Hit: * 25% chance to put talents on cooldown While equipped: Stats +3 Str +1 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Fatigue -4% Disarm- +27% One-handed war axes. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.2 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 153% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
steel shield 'Gleamoblivion' (6 def, 7 armour, 79.5 block)7.0 T2 shield armor [Random Unique] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +3% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +18% lightning +26% cold Phys.save +6 (+3 eff.) ---------- misc Talents +2 Block Handheld deflection devices. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Duatheloblivion the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +6% darkness +12% physical ----- def ----- Armour +2 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Resists +6% light +6% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Voradhera the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 12 acid ----- def ----- Resists +24% acid +6% fire +6% cold A belt that goes around your waist. |
Arynne the pair of rough leather boots (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +10% acid Melee Ret 16 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue -5% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 37.27 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves 'Glitterbolt' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight +3% light Res.pen +20% light +5% mind ----- def ----- Armour +1 Resists +5% blight +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Lightningdream' (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% darkness Res.pen +5% lightning Acc +11 (+3 eff.) Melee Ret 16 lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Branoragar' (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +3% fire +6% nature +6% light ---------- misc See.Invis +12 A pointy cloth hat, very wizardly... |
Cuthaleg the rough leather cap (9 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Fatigue +1% Resists +6% acid +5% arcane Silence- +25% A cap made of leather. |
rough leather cap 'Elemira' (6 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +3.00% Res.pen +20% physical ----- def ----- Armour +3 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +1% Resists +1% physical Phys.save +9 (+5 eff.) ---------- misc Infravis +1 A cap made of leather. |
thaloren rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
67 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blazegash2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind +6% light Res.pen +10% light ----- def ----- Resists +15% light Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Glowkin2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% light On Hit (Melee): * 30% chance to blind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 78.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 78.09 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 239/400 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. |
supercharged iron torque of kinetic psionic shield [power 35] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Layybrewyn the elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +1% Melee Ret 4 mind ---------- misc Equi/ret +0.08 Max.psi +30.00 Telepathy Dragon Humanoid/Orc Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 1 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Saryasia the Ogre Berserker level 8
8th Flare 122nd year of Ascendancy at 19:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Saryasia the Ogre Berserker level 10
7th Dusk 122nd year of Ascendancy at 10:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Saryasia the Ogre Berserker level 7
8th Mirth 122nd year of Ascendancy at 01:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Saryasia the Ogre Berserker level 12
32nd Dusk 122nd year of Ascendancy at 17:35 see stats
Log
Saryasia wears (replacing Glowkin): brass lantern 'Glarerock'.
Space around you starts to dissolve...
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
You are yanked out of this place!
Rested for 36 turns (stop reason: dialog is displayed).
You gain 2.21 gold from the transmogrification of brass lantern of focus.
You gain 0.76 gold from the transmogrification of linen wizard hat of nature (+15%) (1 def, 0 armour).
You gain 1.85 gold from the transmogrification of iron gauntlets of strength (+3) (0 def, 1 armour).
You gain 3.05 gold from the transmogrification of traveler's pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 0.70 gold from the transmogrification of rough leather belt of life.
You gain 1.42 gold from the transmogrification of cleansing iron plate armour of lightning resistance (3 def, 7 armour).
You gain 1.05 gold from the transmogrification of cleansing cured leather armour (2 def, 4 armour).
You gain 1.92 gold from the transmogrification of storming pouch of iron shots of accuracy (15/15, 14.5-17.4 power, 1 apr).
You gain 1.44 gold from the transmogrification of nature's vined mindstar (6-6.6 power, 18 apr, mind damage).
You gain 1.22 gold from the transmogrification of gifted mossy mindstar of slime (3-3.3 power, 12 apr, nature damage).
You gain 2.12 gold from the transmogrification of creative mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron waraxe (12-16.8 power, 2 apr).
You gain 0.96 gold from the transmogrification of arcing iron mace (12.5-17.5 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (12-18 power, 1 apr).
You gain 2.45 gold from the transmogrification of elm vilestaff of illumination (10-12 power, 2 apr, acid element).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.



















































































