











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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:
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. Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 26 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:29 0 / 7Killed by worm that walks at level 18 on the 53rd Haze 122nd year of Ascendancy at 20:34 Killed by Sleeping Veloriamina at level 24 on the 7th Decay 122nd year of Ascendancy at 00:57 Killed by Sleeping Veloriamina at level 24 on the 7th Decay 122nd year of Ascendancy at 02:03 Killed by armoured skeleton warrior at level 26 on the 1st Wintertide 123rd year of Ascendancy at 22:42 Killed by ghast at level 26 on the 2nd Wintertide 123rd year of Ascendancy at 00:26 Killed by Bria at level 26 on the 2nd Wintertide 123rd year of Ascendancy at 01:17 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 19) |
| Dexterity | 14 (base 10) |
| Constitution | 50 (base 40) |
| Magic | 10 (base 10) |
| Willpower | 59 (base 28) |
| Cunning | 76 (base 43) |
Resources
| Life | 586/586 |
| Hate | 90/106 |
| Equilibrium | 18 |
| Healing Factor | 1.269430095117 |
| Regeneration | 5.3950779042471 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -56.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 36 |
| Crit Chance | 26% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 36 |
| Crit Chance | 27% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Lightning | +3% |
| Nature | +5% |
| Cold | +24% |
| Physical | +14% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
| Mind | +6% |
| Cold | +7% |
Defense: Base
| Armour (hardiness) | 42.551211628464 (73.607947236566%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 32 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 50%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 10%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% 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 Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cursed / Fears | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Prox 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 |
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 AlchemistsAgrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Sparkhue'2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Crit.mult +5.00% Dmg.mod +6% mind +3% lightning ---------- 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | innervating dwarven-steel torque of psionic shield [power 63] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 38% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 38 On Hit (Ranged): * 12% chance to reduce all saves and defense by 38 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | psionicist's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | wyrm's thorny mindstar of frost (Nightmares) (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 95% 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 2 lightning 3 physical 2 fire 8 cold 2 acid Dmg.mod +9% cold Res.pen +7% cold ----- def ----- Armour +10 Resists +4% lightning +4% physical +2% fire +3% acid +13% cold ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
| Around waist | noble's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +21% Summoned A belt that goes around your waist. |
| In off hand | resonating pulsing mindstar of sand (Nightmares) (108% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 7 physical Dmg.mod +2% mind +4% physical Res.pen +6% mind +12% physical ----- def ----- Resists +5% mind +8% physical Dmg.Resnn +9% ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar Curse of Nightmares 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 | thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 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. |
| Main armor | enlightening steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +11 (+4 eff.) Max.HP +24.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of metal plates. |
Inventory
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Cyrinne the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Melee Ret 6 physical ----- def ----- Armour +2 Resists +22% nature +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +25.00 Disarm- +20% Pinning- +22% Knockbk- +26% Rings make your fingers look great! |
potent yew magestaff of might (Madness) (129% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 129% 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 +8% Spell.pwr +11 (+3 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel mace of persecution (Shrouds) (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Disrupt/Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +16% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +8 (+8 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +26% Curse of Shrouds Blunt and deadly. |
Poltergeist's Eye of Winter (Nightmares) (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +12 Resists +2% all -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
caller's vined mindstar of flames (Shrouds) (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +3% Melee+ 4 fire Dmg.mod +6% acid +13% fire +5% cold +7% physical Res.pen +4% acid +11% fire +3% cold +3% physical ----- def ----- Resists +4% fire Heal/summ +17 ---------- misc Max.summ +1 Talents +1 Attune Mindstar Curse of Shrouds 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. |
gifted thorny mindstar (Nightmares) (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
Focus Whip (Nightmares) (118% power, 7 apr)3.0 T3 whip 1H weapon Reqs Dex 15 [Unique] Psionic Power 119% Range: 1.1x Uses 20% Wil, 10% Cun, 70% Dex Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Curse of Nightmares Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
self-loading pouch of dwarven-steel shots (17/17, 139% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Rld cld 4 Shots are used with slings to pummel your foes to death. |
dwarven-steel shield of acid resistance (+21%) (0 def, 6 armour, 136% power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +21% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Blackfire Aegis (8 def, 18 armour, 169% power, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 100% Str Dmg Stunning fire Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+8 eff.) Rng.Def +12 (+12 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+15 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +13% blight +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +17% lightning HP.reg +3.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Mind.save +15 (+5 eff.) A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+10 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+7 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
cinder dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +6% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% fire Unarmed combat: Power 125% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
6 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. |
10 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. |
4 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. |
13 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 onyx0.0 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 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. |
2 quartz0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
116 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Bria the Cornac Doomed level 23
4th Decay 122nd year of Ascendancy at 21:00 see stats
Exterminator
Killed 1000 creatures.By Bria the Cornac Doomed level 18
52nd Haze 122nd year of Ascendancy at 17:12 see stats
Level 10
Got a character to level 10.By Bria the Cornac Doomed level 10
6th Mirth 122nd year of Ascendancy at 19:36 see stats
Level 20
Got a character to level 20.By Bria the Cornac Doomed level 20
69th Haze 122nd year of Ascendancy at 22:48 see stats
Size matters
Did over 600 damage in one attack.By Bria the Cornac Doomed level 23
1st Decay 122nd year of Ascendancy at 20:02 see stats
That was close
Killed your target while having only 1 life left.By Bria the Cornac Doomed level 5
77th Pyre 122nd year of Ascendancy at 14:18 see stats
The Arena
Unlocked Arena mode.By Bria the Cornac Doomed level 9
3rd Mirth 122nd year of Ascendancy at 02:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bria the Cornac Doomed level 22
79th Haze 122nd year of Ascendancy at 09:56 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Bria the Cornac Doomed level 26
2nd Wintertide 123rd year of Ascendancy at 01:17 see stats
Log
Saving game...
Resting starts...
Shadow returns to the shadows.
Shadow returns to the shadows.
Talent Nature's Touch is ready to use.
Talent Attune Mindstar is ready to use.
Talent Antimagic Zone is ready to use.
Bria activates Gesture of Pain.
Talent Focus Shadows is ready to use.
Talent Infusion: Wild is ready to use.
Talent Agony is ready to use.
Talent Reproach is ready to use.
Talent Instill Fear is ready to use.
Talent Hateful Whisper is ready to use.
Talent Infusion: Healing is ready to use.
Talent Psiblades is ready to use.
Talent Feed is ready to use.
Talent Call Shadows is ready to use.
Bria activates Call Shadows.
Bria activates Psiblades.
Talent Infusion: Healing is ready to use.
Talent Deflection is ready to use.
Bria activates Deflection.
Talent Attune Mindstar is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Saving done.
Personal New Achievement: Utterly Destroyed!










































































































