
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). ZOmnibus Addon Pack 1.6.0Combines 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: Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.6.0Allows 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. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Ashes of Urh'Rok 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.6.7Official 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 1.6.6This 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 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 15 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by wretch titan at level 10 on the 3rd Dusk 122nd year of Ascendancy at 11:23 2 / 3Killed by multi-hued drake at level 11 on the 7th Dusk 122nd year of Ascendancy at 17:58 Killed by Horned Horror at level 15 on the 30th Dusk 122nd year of Ascendancy at 15:22 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 53 (base 41) |
| Willpower | 26 (base 13) |
| Cunning | 35 (base 28) |
Resources
| Life | 357/357 |
| Vim | 210/210 |
| Healing Factor | 1.363829787234 |
| Regeneration | 4.4324468085106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 16 |
| Crit Chance | 18% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +20% |
| Arcane | +17% |
| Cold | +8% |
| All | +4% |
| Darkness | +14% |
| Light | +22% |
| Physical | +12% |
| Lightning | +19% |
| Fire | +17% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 7 |
| Physical Save | 19 |
| Spell Save | 23 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 46%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Blood | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Vim | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
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 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
Equipment
| On feet | Bokulathagar the Prismgash (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% light ----- def ----- Armour +3 Resists +3% lightning +9% light ---------- misc Infravis +1 A pair of boots made of leather. |
| On hands | Boltvalor (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +1% Spell.pwr +10 (+3 eff.) Melee+ 7 light Dmg.mod +9% lightning +6% blight +5% light +3% arcane ----- def ----- Armour +2 Resists +7% light +3% lightning 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. |
| On head | augmenting linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +5% acid +3% lightning +4% cold +10% arcane +3% fire ----- def ----- Defense +1 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | innervating ash totem of healing [power 182] (6/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel amethyst ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +6 (+4 eff.) Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | grounding steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets can have magical properties. |
| In main hand | Kor's Fall (10-12 power, 0 apr, blight element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 164.73 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (329). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+7 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | linen cloak 'Dourmortal' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Wil +1 Cun +1 Con dps ---------- Mind.crit +1% ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide Phial1.0 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
shatter afflictions rune of the wizard (absorb 75; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 75 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. 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 |
shatter afflictions rune of the wizard (absorb 94; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 94 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. 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 |
shielding rune (absorb 142; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 142 damage for 4 turns. 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 |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
Heatwisp the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +3% mind +6% fire Melee Ret 4 mind ----- def ----- HP.reg +2.00 Stun/Frz- +20% ---------- misc See.Invis +6 Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +23% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +15 (+9 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) 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 125% 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 can have magical properties. |
Nynik the ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +5 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal On Hit (Melee): * 20% chance to reduce armor by 32% ---------- misc Mana/turn +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel greatmaul of vileness (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 74 damage Massive two-handed mauls. |
steel greatsword 'Urthusandil' (26-41.6 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Arcane Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 18 * 25% chance for lightning to strike from the target to a second target dealing 74 damage While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% light Disease- +20% ---------- misc Light +2 Massive two-handed swords. |
Lisevena the Tiderupture (16-22.4 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Nature Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% cold ----- def ----- Resists +3% cold Die.at -60.00 life Blunt and deadly. |
Bregihek the steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Disrupt Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 acid Against +7% Unnatural While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +3% blight +6% cold Spell.save +3 (+2 eff.) One-handed war axes. |
steel waraxe 'Shiveroozer' (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +12 cold On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Cun +2 Con dps ---------- Melee Ret 2 cold ----- def ----- Resists +6% cold ---------- misc Light +2 One-handed war axes. |
Belamnir (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 19.0 - 24.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: Stats +7 Con +8 Wil ----- def ----- Resists +3% fire Max.HP +30.00 Heal.mod +5% Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
hateful vined mindstar of flames (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +2% Melee+ 4 fire Dmg.mod +4% fire +7% mind +6% darkness Res.pen +5% fire +5% mind +5% darkness ----- def ----- Resists +6% fire ---------- misc Max.hate +2.00 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. |
vined mindstar 'Arigath' (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +18 (+9 eff.) Max.HP +12.00 HP.reg +0.60 ---------- 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. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+5 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.56 to 61.68 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Silina the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% blight ----- def ----- Resists +3% acid +6% darkness +3% lightning Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
linen cloak 'Adida' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+3 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +12% temporal +1% physical Mind.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blizzardviper (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +18% arcane Res.pen +20% cold Melee Ret 2 fire ----- def ----- Armour +2 Resists +15% cold ---------- misc Mana/turn +0.13 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. |
hardened leather gloves 'Skyire' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Melee+ 9 cold Dmg.mod +5% cold Melee Ret 8 lightning ----- def ----- Armour +2 Resists +8% cold Phys.save +6 (+3 eff.) Heal.mod +5% 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. |
Polebeth the Flashbraze (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +6.0% Melee+ 5 blight Dmg.mod +6% blight +12% lightning Melee Ret 4 darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 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. |
Drogarath (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Defense +1 (+1 eff.) Resists +10% blight Max.HP +20.00 Poison- +10% Stun/Frz- +10% A pointy cloth hat, very wizardly... |
Healobeisance (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature Res.pen +20% nature ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% blight +15% nature +3% light Spell.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
Zerorig (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Phys.pwr +5 (+5 eff.) Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Die.at -20.00 life ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
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. |
4 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. |
5 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. |
4 citrine0.0 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. |
4 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. |
5 aquamarine0.0 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. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 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. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of summon tentacle 'Zuburin' [power 100] (6/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Resists +3% lightning +3% cold +3% nature Heal.mod +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 106 Armor: 3 All Resist: 1 Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Ce'Nyrita the elm wand of shielding [power 116] (6/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +2 Wil +3 Cun +4 Con ----- def ----- Resists +3% mind Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 5 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 5/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Level 10
Got a character to level 10.By Black Maiden the Shalore Corruptor level 10
1st Dusk 122nd year of Ascendancy at 21:27 see stats
Size matters
Did over 600 damage in one attack.By Black Maiden the Shalore Corruptor level 14
14th Dusk 122nd year of Ascendancy at 13:54 see stats
The secret city
Discovered the truth about mages.By Black Maiden the Shalore Corruptor level 15
21st Dusk 122nd year of Ascendancy at 13:12 see stats
Log
Horned Horror lashes out with a spinning backhand.
The powerful blow energizes Black Maiden reducing their cooldowns!
Horned Horror hits Black Maiden for 192 physical damage.
Black Maiden the level 15 shalore corruptor was bludgeoned to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
You have 2 life(s) left.
Black Maiden speeds up.
Black Maiden deactivates Chant of Fortitude.
Black Maiden deactivates Bone Shield.
Black Maiden is free from the decrepitude disease.
Black Maiden is free from the rotting disease.
Black Maiden has escaped the strangle hold.
Black Maiden deactivates Dark Ritual.
Black Maiden deactivates Overkill.
Black Maiden deactivates Blood Vengeance.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Horned Horror killed Black Maiden!
Saving game...
Talent Track is ready to use.
Talent Blood Boil is ready to use.
Saving done.
There is a A gate into the Maze 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.
You are sent back to the material plane!
Saving game...
Talent Rune: Shielding is ready to use.
Talent Bone Grab is ready to use.
Saving done.
























































































